Capitalizing on the success of the inaugural Academy on UltraViolet last month in Los Angeles, DEG: The Digital Entertainment Group and the Media & Entertainment Services Alliance (MESA) have announced the Academy on UltraViolet London. The event is set for September 5 at the Park Plaza Westminster Bridge Hotel in London.
The Academy on UltraViolet: London will provide an authoritative update on the latest technology developments that are driving the implementation and advancement of UltraViolet in England with an eye toward expansion to the greater United Kingdom and Europe.
‚ÄúWe are very encouraged by the growth we are seeing in UltraViolet, and the number of users continues to rise exponentially as more and more consumers begin to discover the flexibility and convenience of digital and the added value it brings to ownership,‚ÄĚ says Ron Sanders, President, Warner Home Video and President, DEG: The Digital Entertainment Group. ‚ÄúConsumers want the ability to access the content they own from anywhere, on any device, and UltraViolet is the simplest and most cohesive way for the industry to deliver that functionality.‚ÄĚ
The Los Angeles event attracted upward of 250 executives from studios, consumer electronics manufacturers, retailers and service providers, who spent the day trading insights on how to drive consumer adoption of the UltraViolet digital locker system initiative.
In addition to topics such as ‚ÄúMarketing UltraViolet,‚ÄĚ ‚ÄúEvolving the UltraViolet User Experience,‚ÄĚ and ‚ÄúLevel Setting the UltraViolet Ecosystem,‚ÄĚ the London event will feature perspectives from regional retailers and hardware companies.
For program information, or to register for the event, visit www.ultravioletacademy.com/london.
Hollywood Technologists to Showcase Latest Blu-ray Innovations at Blu-Tech Summit, Dec. 7, 2011 in L.A.
With Blu-ray sales up 58 percent and over 33.5 million U.S. homes Blu-ray equipped, the high-definition disc format continues to flourish amidst rumblings of the demise of physical media and rise of digital downloads. However, there‚Äôs more to Blu-ray than just HD and there‚Äôs even more to come, as indicated by next month‚Äôs first Blu-Tech Summit, Dec. 7 at the Hilton Los Angeles in University City, Calif.
This half-day technology summit will provide updates and previews of new BD features, workflows and technologies as presented by leading Hollywood Blu-ray developers, engineers, technologists, and producers.
‚ÄúThere‚Äôs still plenty yet to come from BD, and some of the smartest minds in Hollywood are hard at work on new BD-based technologies and production workflows,‚ÄĚ said Conference Chair Guy Finley. ‚ÄúWe‚Äôll be covering behind-the-scenes advancements that will drive the format‚Äôs continued evolution, while expanding focus on emerging opportunities for packaged media.‚ÄĚ
Sessions will include:
‚ÄĘ How Consumers are Experiencing BD: What BD Producers Need to Know
‚ÄĘ There‚Äôs a (Blu-ray) App for That:¬† A BD Programmer‚Äôs Guide
‚ÄĘ Blu-ray Goes Over-The-Top (OTT): Rewiring the Content Delivery Ecosystem
‚ÄĘ Here Comes 4K: Next-Gen Blu-ray Workflows
‚ÄĘ The 2nd Screen for BD: Producing for a Multiscreen Market
‚ÄĘ Perfecting the Art of 3D Blu-ray Production
‚ÄĘ Blu-ray and the Cloud: A Behind-the-Scenes Report on UltraViolet
‚ÄĘ Views from the Plant: Developments in BD Replication and Packaging
The Blu-Tech Summit is produced by the Media & Entertainment Services Alliance (MESA) in cooperation with DEG: the Digital Entertainment Group. It is sponsored by THX, BluFocus, Jargon Technologies, RCDb, Testronic Labs, Savvis, Cinema Craft and Fortium. Association and media partners include Variety, CDSA, The Hollywood Post Alliance and Digital2Disc.
To register and for regular program updates visit: www.BluTechSummit.com.
MESA will host a webinar on Wednesday, Nov. 9, exploring how unique universal identifiers will enable media and entertainment content holders to develop new consumer services, while realizing digital supply chain efficiencies. The one-hour discussion and Q&A session will feature speakers from The Walt Disney Studios, CableLabs, Rovi, and Movielabs. Particular topics include the importance of EIDR (the Entertainment Identifier Registry) to digital entertainment commerce, and how content owners, cable operators, and others are using EIDR in their workflows today.
Click here for more information.
The next Burbank Think Tank will showcase a crowd-sourced program of fresh and innovative ideas from the home entertainment community about this timely subject. The most innovative ideas will receive a minimum of 5 minutes stage time to share their strategy with the audience. All submissions will be hosted on the Burbank Think Tank website.
Do you have an idea? A tech, marketing, sales, packaging, supply chain innovation that could help build the market for packaged media? Give it some thought and submit your idea in less than 150 words to Guy Finley, Executive Director, MESA, at guy@MESAlliance.org.
And join us for another one of our interactive, fun and thought provoking programs. Remember to bring your brain!
By Mel Lambert
The evolution and impact of file-based workflows formed the focus of the inaugural ‚ÄúBurbank Think Tank,‚ÄĚ presented by MESA and sponsored by Testronic Labs, held Thursday night at the Marriott Burbank Airport Hotel. Moderated by Carolyn Giardina from The Hollywood Reporter, the six-member panel of industry insiders brought a hands-on focus to the operational advantages of file-based operations. The event attracted close to 200 attendees from the Burbank entertainment, production and digital services community.
Directly addressing the challenge of transitioning from a tape- to a file-based workflow, panelist Thomas Moran, senior director of media & entertainment at Savvis Communications, acknowledged that file sizes can pose problems. But Moran said that file-based workflows hold ‚Äúseveral major advantages‚ÄĚ for the TV/film post-production community and digital supply chain: ‚ÄúIt is easier to make the media secure and prevent piracy; and the time to market is reduced.‚ÄĚ
‚ÄúSince media can be accessed in parallel, a file-based workflow becomes easier,‚ÄĚ agreed John Crosier, SVP of digital architecture and delivery with Cinram. ‚ÄúBut delivery can be harder,‚ÄĚ because of increased storage and data-flow requirements.
Standardized file formats are widely considered a secret for success. Annie Chang, VP of post-production technology at Walt Disney Studios, outlined key aspects of the new Interoperable Master Format (IMF) project, which is being finalized by a consortium of film studios and post facilities, and hosted by The Entertainment Technology Center @ USC. ‚ÄúIMF combines a play list with essences‚ÄĚ ‚Äď audio, video, images, metadata and other material ‚Äď ‚Äúthat can be mixed and matched to generate a variety of master files via an Output Profile List that contain instructions for particular versions,‚ÄĚ says Chang, who chairs an IMF working group for the Society of Motion Picture and Television Engineers (SMPTE).
A working proposal for the open-standard specification to streamline the interchange and automated creation of downstream distribution packages will be published later this year. As Chang explained, IMF will store a single master set of file-based elements that can be assembled using multiple Composition Play Lists (‚ÄúRecipes‚ÄĚ), similar to that used in current Digital Cinema Packaging. The project promises lower costs, improved time-to-market and increased interoperability of existing production processes.
‚ÄúNow we can record one master and use metadata to deliver different versions,‚ÄĚ added Michael Zink, VP of technology strategy at Technicolor. ‚ÄúWe finally have a standard.‚ÄĚ
During the past year, Chang said, Disney has transitioned from 27 tape-based to 10 file formats, with a concomitant savings in mastering costs. The studio produces no standard-definition master, for example, instead using a high-definition master for such conversions. ‚ÄúBut a one-terabyte file can take a long time to transfer,‚ÄĚ Chang cautioned, ‚Äúwith increased distribution costs.‚ÄĚ
Securing The Cloud
While The Cloud might offer some storage options for the post community, Garrett Smith, VP of production technology at Paramount Pictures, acknowledged that there are multiple types of private and public cloud services. ‚ÄúI was at a meeting yesterday and it could have been an episode from Seinfeld…but without Jerry,‚ÄĚ he recalled with a laugh. ‚ÄúBut some types will work for production.‚ÄĚ
Security issues for assets stored in The Cloud also need to be addressed, Cinram‚Äôs Crosier noted. ‚ÄúSecurity is key for our clients, which is why we concentrate on internal cloud-based services.‚ÄĚ As Savvis Communications‚Äô Moran pointed out, ‚ÄúThe Cloud is not all about technology. Security is inherent ‚Äď we just need to find a way to make it work.‚ÄĚ Moran cited the storage of secure financial information on cloud-based servers. ‚ÄúBut The Cloud, as we now use it at an enterprise level, was not designed with security in mind. Because such companies do not have an IT core competency, they need to bring in experienced IT professionals.‚ÄĚ
As Brian Kenworthy, VP of digital distribution at Deluxe Digital Studios, said, ‚ÄúEducation is key. We need to collaborate with our clients,‚ÄĚ to outline the benefits and drawbacks of cloud-based workflows, where appropriate.
Mel Lambert is principal of Content-Creators.com, a Los Angeles-based consulting service.
Free Webinar: Learn How To Monetize Access to Digital Content
This webinar sponsored by ModusLink will explore key strategies to help you¬†monetize and control access to digital content and services, including:¬†end-to-end subscription management; system administration and back-office¬†provisioning; piracy prevention and digital lifecycle management. Speakers include:¬†David Sidebottom, Senior Consultant – Digital Media, Futuresource¬†Consulting; Bill Routt, VP Technical Operations, MobiTV; and Jason¬†Thibeault, Senior Director, Product Management, Limelight Networks.
Bring Your Brain: Burbank Think Tank
Please join us for the debut event of MESA’s Burbank Think Tank series.¬†Burbank Think Tank is a new, bi-monthly meetup developed by the Media &¬†Entertainment Services Alliance (MESA), providing members of the Burbank¬†entertainment, production and digital services community with an easy and¬†accessible way to meet, mingle and advance the creation, production and¬†distribution of entertainment content. ¬†The initial BT2 hosted by Testronic¬†Labs, ‘Waiter, There’s a File in My Soup,’ brings together a panel of¬†visionary thought leaders in candid and expansive conversation on the¬†explosion of the file-based world and the evolutionary changes that are¬†happening to our supply chain.
The event will take place Thursday, June 9th at the Marriott Burbank Airport Hotel in Burbank, Calif., from 5:30 to 8:30 p.m.¬†Free registration closes Tuesday at Noon. ¬†Click here to register¬†(http://www.mesalliance.org/burbank/).
Burbank Think Tank (BT2) is a new, bi-monthly meet-up developed by the Media & Entertainment Services Alliance (MESA), providing members of the Burbank entertainment, production and digital services community with an easy and accessible way to meet, mingle and advance the creation, production and distribution of entertainment content.
The city is home to the most concentrated population of entertainment professionals in the world, and BT2 will develop into the place to be for the local community to share best practices, stay on the cutting edge, network and unwind at the end of a typically stressful, high-pressure workday.
The debut event, hosted by Testronic Labs, is set for the evening of June 9 at the Marriott Burbank Airport Hotel. On the agenda: a panel discussion on the evolution and impact of file-based workflows. Click here to register.
By Mel Lambert
The thorny subject of standardization for both digital file formats and companion metadata figured prominently during several sessions at the seventh-annual ESCA EDGE conference, which was held Thursday at the Beverly Hilton Hotel in Los Angeles.
As John Crosier, SVP of digital architecture and delivery at Cinram, acknowledged, ‚ÄúIt‚Äôs like trying to tame the Wild West.‚ÄĚ
Reliable and cost-effective delivery of streams and downloadable files between vendors ‚ÄĒ and ultimately, to consumers ‚ÄĒ depends upon a consistency of file structures and digital packaging. The Digital Entertainment Group (DEG) has initiated a number of subcommittees to look at Universal Media Identifiers (UMIDs) and other standardization strategies, while supporting the ongoing activities of the Entertainment ID Registry (EIDR), a recently launched global resource for cataloging commercial digital video/audio assets, including motion-picture and television content. DEG and MESA served as co-producers of ESCA EDGE.
Content producers and content distributors face different but complementary problems, Cinram‚Äôs Crosier stated. For film studios, he said, “the primary pain points are content creation, which lacks standardized metadata; fulfillment, [which involves] a
number of distribution formats; and control of cash, where we still¬†encounter manual POS and royalty statements.” For retailers and vendors, Crosier said, the primary pain points include “quality control, with incorrect asset descriptions and lack of QC; metadata, with avails [advertising slots within content] and title [descriptors] maintained by different groups,¬†making matches difficult; and product requirements, with inefficient methods¬†for repurposing assets across territories.”
Dan Miron, EVP of worldwide supply chain management at Warner Home Video, and chair of the DEG‚Äôs Supply Chain Committee, described the activities of the group‚Äôs three new Task Groups. ‚ÄúThe Universal Media Identifier Task Group is identifying methods that connect internal and external processes, orders, deliveries, avails, etc., and will work with HITS [the Hollywood IT Society] and EIDR to develop a media identifier.‚ÄĚ The DEG‚Äôs Standards Task Force, meanwhile, is focused on examining candidates for standard file formats and metadata, together with package standards. Miron said that the Standards Task Force is busy ‚Äúcollecting metadata samples from EMA, DDEX and the film studios,‚ÄĚ and looking for commonalities. Initial findings from the DEG task groups, expected by the third quarter of 2011, will establish a framework for future collaborations. Read more
The upcoming ESCA EDGE conference ‚ÄĒ set to take place May 19 at the Beverly Hilton Hotel in Los Angeles ‚ÄĒ adds three conference sessions covering critical entertainment supply chain issues:
The Cloud: Jake Winett, Worldwide Director of Industry Solutions, Media & Entertainment, Microsoft, will discuss how media companies are already beginning to leverage cloud technology to manage and deliver applications and content, and how the future of cloud platforms in media and entertainment will evolve.
Digital supply chain opportunities: This panel, moderated by John Crosier, Senior Vice President, Digital Architecture and Delivery, Cinram International will provide an update on activities of DEG: The Digital Entertainment Group in establishing a Universal Media ID along with metadata, reporting and file standards. Panelists include: Jeff Stevens, Vice President, Digital Archives, Warner Bros. Digital Distribution; Thomas Stilling, Executive Director, Operations, Twentieth Century Fox Home Entertainment; Aditya Tahilramani, Director, Information Technology, Sony Pictures Home Entertainment; David Tischker, Vice President, Client Operations, Sony Pictures Home Entertainment; and Scott Ziola, Director, CRM Digital Distribution, Warner Bros. Digital Distribution.
Perfecting the 3D home entertainment supply chain: Buzz Hays, Senior Vice President of the 3D Technology Center at Sony Corp., will explain how Hollywood is working to perfect the 3D home entertainment experience, while creating new supply chain efficiencies. Hays, one of the leading experts in the field of modern stereoscopic production,¬†is responsible for overseeing the production and post-production of all 3D content and 3D technology consulting for Sony.
ESCA EDGE is produced by DEG: The Digital Entertainment Group and MESA. Visit entertainmentsupplychain.com to register.
The Media and Entertainment Services Alliance (MESA) welcomes Signiant, a leading developer of content supply chain management solutions, as its newest member.
‚ÄúSigniant is proud to be a new MESA member because the organization‚Äôs goals are so tightly aligned with our own ‚Äď namely, to support service providers in building efficiencies in the creation, production, and distribution of digital media and entertainment,‚ÄĚ says Tony Lapolito, Signiant’s vice president of product management and marketing. ‚ÄúMESA‚Äôs market intelligence, research initiatives, industry advocacy, and collaborative workgroups will be a powerful asset to Signiant and our customers; likewise, we look forward to contributing our own best practices and knowledge of the rapidly evolving digital content distribution landscape.‚ÄĚ
Guy Finley, MESA‚Äôs executive director, added,¬†‚ÄúSigniant adds a powerful new addition to the network of leading service providers that MESA is representing on behalf of the media & entertainment industry. Our current, key initiatives on digital supply chain and information technology will be greatly enhanced by having Signiant as part of the dialogue.”
By Mel Lambert
Greater sharing of information is a top supply chain priority for videogame publishers, distributors, and retailers, with the instant-access nature of emerging digital business models highlighting the industry’s imperative to improve physical product availability as well. Such was the¬†consensus among game industry executives who spoke at the GameSupply conference¬†in Burbank, Calif. on Wednesday.
Saul Berman, Global and American Strategy Consulting Leader with IBM, considered the changing retail model from physical to digital media in his conference keynote. ‚ÄúThe game industry may grow,‚ÄĚ he said, ‚Äúbut who will get the enhanced revenue stream? The record industry tried to stop the consumer doing what they wanted [with digital media], instead of monetizing the experience. The gaming industry needs to be agile and focus on the experience, interoperability and new revenue models.‚ÄĚ
A panel moderated by Bob Lamont, Vice President of North Highland, acknowledged that as videogame revenues have overtaken both music and home video, supply-chain challenges have intensified. ‚ÄúA key to success is the manufacturers‚Äô responsiveness,‚ÄĚ noted Kurt Fisher, VP of Operations at THQ. ‚ÄúIt is vital that retailers collaborate with the retail chain and actively share information with suppliers,‚ÄĚ added Patricia Vessey, director of Merchandising Services at Best Buy.
‚ÄúConsumers do not like to wait,‚ÄĚ said Steve Brown, CEO of Cinram, reaffirming the game industry‚Äôs need to transition from physical to digital products. ‚ÄúWe also need to reduce waste through demand management and actionable intelligence,‚ÄĚ so that costs can be reduced dramatically by shipping products from multiple vendors in shared boxes. ‚ÄúCollaboration,‚ÄĚ Brown agreed, ‚Äúis the key to eliminating waste.‚ÄĚ
The third annual GameSupply Summit was co-produced by the Entertainment Merchants Association (EMA) and the Media & Entertainment Services Alliance (MESA).
The day-long event ended with the presentation of three Video Game Supply Chain Awards by the EMA. Activision received the trade group‚Äôs Supply Chain Innovation award, while Sony DADC received an award for Supply Chain Efficiency and printing/merchandising firm Pacific Color Graphics received an award for Green Supply Chain Leadership.
Mel Lambert is principal of Content-Creators.com, a Los Angeles-based consulting service.
The M&E Journal, published by the Media & Entertainment Services Alliance (MESA) has released its fall edition for digital distribution. The 92-page edition offers strategies and solutions for M&E executives, covering topics such as:
- Innovating the New Digital Supply Chain
- Are Mobile Apps the New Content
- Taking the Risk Out of Content Protection
- Social Networking Meets Entertainment Marketing
Click here to download your own edition for online reading or download: http://www.mydigitalpublication.com/publication/?i=45956
Representatives from Hollywood studios and Blu-ray production facilities are convening in Calabasas, CA Aug. 3 for a hands-on seminar on Blu-ray 3D authoring.
Blu-ray quality assurance specialist BluFocus is staging the ‚Äú3D-Focus‚ÄĚ event to foster broader awareness of emerging best practices in creating Blu-ray 3D titles. BluFocus CEO Paulette Pantoja explains that while other industry seminars have provided a top-level marketers‚Äô view of 3D home entertainment, ‚Äú3D-Focus‚ÄĚ is the first to offer Blu-ray developers hands-on demonstrations of authoring systems and other tools.
‚ÄúThe afternoon is designed for companies that currently develop or are interested in developing 3D Blu-ray material, as well as the customers they serve,‚ÄĚ Pantoja says. ‚ÄúOur goal is to ensure the technology‚Äôs success by providing a forum for all involved to collaborate and learn how to create quality 3D material.‚ÄĚ
Pantoja adds that the event is platform-neutral, with representatives from all of the industry‚Äôs major Blu-ray authoring systems discussing their 3D solutions.
3D authoring and encoding, menu and subtitle creation, 3D playback tools, 7.1 surround audio for 3D, 3D testing, verification and certification, Blu-ray 3D disc replication, and the “human factor” — a physiological review of 3D technology — are all featured on the preliminary agenda.
Presenting companies include: 1K Studios, ArcSoft, BluFocus, Deluxe Digital Studios, DTS Digital Entertainment, Intel, NetBlender, New Wave Entertainment, NVidia, Sonic, Sony Pictures, and THX.
DTS will host at its Calabasas, CA facility. The event is sponsored by 3D @ Home Consortium, NetBlender, Sonic, THX, and MESA.
Space is limited. To pre-register for complimentary admission, visit http://www.blufocus.com/3d-focus/part2.cfm.
DiscMail Direct, an industry coalition representing leading manufacturers, packagers and creative services companies involved in the use of optical media for direct mail applications, has been announced. The group has also joined the Direct Marketing Association (DMA) to advance this new digital advertising alternative.
The group, which includes those companies that created the manufacturing and fulfillment infrastructure for today‚Äôs $40 billion home entertainment market, will focus its efforts on educating marketers, ad agencies and brand managers about the latest technology advancements and response rates of DVD, Blu-ray and CDs as complementary direct-mail mediums to print and online marketing.
‚ÄúRecent cost efficiencies in direct-mail optical media have led to several compelling case study success stories as well as an increased number of marketers who are already integrating DiscMail into their standard assortment of direct mail tools,‚ÄĚ says DiscMail Direct Director Guy Finley. ‚ÄúDiscMail is digital advertising packaged for postal delivery. It converts any mailbox into a digital inbox. It combines the measurable analytics of digital advertising with a physical product that captivates and communicates to consumers.‚ÄĚ
DiscMail Direct is under the direction of industry leaders including Arvato Digital Services, Cinram, Fusion 92 and Sony DADC. In cooperation with the DMA it is launching the industry‚Äôs first optical media direct mail research study and to educate marketers about the features of this unique physical-digital media product that combines the benefits of print-mail messaging with an interactive, web-enabled consumer experience. Read more
Nick Williams, analyst at OTX and creator of the Game Plan report, noted that the purchase intent of hardcore gamers (those who play more than 20 hours a week) is what will keep the traditional retail-focused game business afloat in 2010. While casual game players (less than 10 hours a week) are much more plentiful, the hardcore folks plan to buy 6 games on average in the coming months, far more than the casual players. By VentureBeat
With studios looking to bring their first 3D home entertainment products to market later this year, DVD and Blu-ray quality assurance firm BluFocus is launching a suite of 3D testing, certification and consulting services.
The Burbank, CA-based firm‚Äôs new 3D Focus Laboratory offers THX Certified High Performance 3D demonstration and testing environments for device manufacturers, content owners and producers to use as needed during their production process.
In addition, BluFocus plans to hold a webinar sponsored by MESA, THX and the 3D@Home Consortium next month to serve as a primer on Blu-ray 3D encoding and authoring. The goal of the March 4 webinar, says BluFocus CEO Paulette Pantoja, is to promote collaboration on 3D products between content owners, producers, and developers.
The webinar series will address the many ‚Äúunknowns‚ÄĚ surrounding 3D home entertainment, Pantoja says ‚ÄĒ ranging from technology issues to what consumers are willing to do for an optimal 3D home experience. Confirmed participants include Sensio and TDVision, which will discuss 3D video encoding approaches; Netblender, which will address authoring; and Trailer Park, which will make a presentation on 3D content creation.
For further program information on the ‚Äú3D-Focus Part 1: 3D for Blu-ray‚ÄĚ webinar, visit www.blufocus.com/3D-Focus/. Those interested in attending or presenting at future 3D-Focus Lab Webinars can contact 3D-FocusWebinar@blufocus.com.
For more information on the 3D-Focus Lab‚Äôs services, contact 3D-FocusLab@blufocus.com.
Future of Video Game Business To Be Discussed by Leading Industry Analysts at ‚ÄėGameSupply‚Äô Conference
The research panel at the upcoming ‚ÄúGameSupply‚ÄĚ conference will feature new data findings and insights from leading industry analysts on the future of the videogame business.
Attendees will hear how these experts think the video game industry will fare in 2010, how digital distribution will change the market and impact demand for packaged goods, how the demand for game apps on mobile devices and social media sites will transform the industry, and how gamers‚Äô buying habits have changed during the ‚ÄúGreat Recession.‚ÄĚ
The industry analysts presenting at the session will be:
– Jesse Divnich, Vice President, Analyst Services, Electronic Entertainment Design and Research (EEDAR)
– Colin Sebastian, Senior Vice President, Lazard Capital Markets
– Nick Williams, Director, Gaming Insights, OTX
GameSupply, the supply chain academy for interactive entertainment, will be held Feb. 10, 2010 at the Hilton San Jose in Silicon Valley. GameSupply is jointly produced by the Entertainment Merchants Association (EMA) and the Media & Entertainment Services Alliance (MESA). GameSupply
Tony D. Bartel, Executive Vice President, Merchandising and Marketing, GameStop, and Owen Roberts, General Manager, North American Operations, Microsoft Entertainment and Devices, will deliver keynote addresses at next month‚Äôs ‚ÄúGameSupply‚ÄĚ conference, the supply chain academy for interactive entertainment. Bartel will provide his insights on the video game market in 2009 and prospects for the future, as well as how greater supply chain efficiencies can impact those prospects. Roberts will address the operational challenges of synchronization of the video game hardware and software supply chains in light of the long lead time and high cost of game development, decreasing life cycles, and retail marketing strategies.
The one-day GameSupply event brings together video game retailers, distributors, publishers, and their service providers to share knowledge about new developments and technologies in the interactive entertainment supply chain. The conference, which was inaugurated last year, will be held February 10, 2010 at the Hilton San Jose in Silicon Valley. GameSupply is jointly produced by the Entertainment Merchants Association (EMA) and the Media & Entertainment Services Alliance (MESA).
Tony D. Bartel has been Executive Vice President of Merchandising and Marketing since March 2007. Prior to that, Bartel was Senior Vice President of International Finance, a role he held since joining GameStop in 2005. He has also held executive positions with NCH, PepsiCo, and Yum Brands, Inc., including Chief Financial Officer of Pizza Hut.
Since 2006, Owen Roberts has been responsible for end-to-end operations and launch management in North America for Xbox 360, associated software, and other Microsoft products. During his 11-year tenure with Microsoft, Roberts has spearheaded the European launch of the Xbox console and bridged gaps between the company‚Äôs various business units and worldwide retail teams as head of the Redmond-based ‚ÄúWW Retail Go to Market‚ÄĚ initiative.
‚ÄúTony Bartel‚Äôs expertise in the retailing of video games and Owen Roberts‚Äô experience in synchronization of hardware and software supply chains make them ideal choices to put in perspective the opportunities and challenges of video game supply chain management,‚ÄĚ noted GameSupply Conference Chairman and MESA Chief Strategist Devendra Mishra.
In addition to the keynote addresses, GameSupply will feature seven sessions that will focus on the entire video game supply chain, from manufacturing, through packaging and distribution, to the sales floor.
Registration for GameSupply is $395 and is open to content holders, publishers, retailers, distributors, and service providers. Member companies of MESA and EMA, receive a $100 registration discount. For more information about the GameSupply conference or to register, please see www.GameSupplyAcademy.com.
The advisory committee for GameSupply consists of: Kurt Fischer, Vice President of Operations, THQ Inc.; Kim Motika, Vice President, Worldwide Sales and Operations, D3Publisher of America, Inc.; John P. Quinn, Executive Vice President, Worldwide Operations for Warner Bros. Interactive Entertainment, a division of Warner Bros.; and Murray Weir, Senior Director – Strategic Planning & Analysis, Nintendo of America.
Companies interested in sponsorship opportunities at the conference should contact Margaret Sekelsky at (310) 823-5805 or email@example.com.
New CDSA Executive Director, Martin Porter, to Assist in the Launch of New Standards to Protect Digital Assets Throughout the Supply Chain
CDSA, the Content Delivery & Storage Association, has named MESA, the Media & Entertainment Services Alliance, as its association management company of record.¬† As its first responsibility, MESA will manage the continued rollout of CDSA’s newly updated and expanded international Content Protection Certification Program next year.
Martin Porter, MESA Executive Director, will also serve as Executive Director of CDSA as the successor to Charles Van Horn, CDSA President, who is retiring after 26 years with the organization.¬† Under this new structure, MESA will provide organizational management for CDSA, while CDSA will continue to maintain its independent activities under the direction of its own Board of Directors.
“I have known and worked with Marty Porter in various capacities over the past 20 plus years and I feel confident that he will provide the value proposition for CDSA members that is so vital to the future health of the Association,” Van Horn said.
“CDSA has been the respected advocate for the content delivery and storage industry for 38 years.¬† Most recently, our association has been recognized worldwide for our long track record of effectively administrating industry-developed content protection procedures,” says CDSA Chairman Frank Russomanno. “We welcome Martin Porter and MESA on board to manage our membership and to market our new IP auditing system, which is the end-product of a tremendous collaborative effort by our member companies and which has been created to address the changing needs of a changing industry.”
Linda Dyson will remain in the position of worldwide director of CDSA’s global standards and certification processes for the Content Protection and Security Standards, and the Copyright and Licensing Verification Standards and Procedures.
“The new CDSA Content Protection Certification Program is an incredibly relevant and flexible series of IP protection protocols that set the gold standard for the way that service providers will handle and process their customers’¬†assets¬†in this exciting period of transition for content delivery and storage,” Porter explained. “Our plans include promoting those companies that play a leadership role by their adoption of these programs, by enhancing the program’s overall visibility throughout the international content and storage community.”
Linda Dyson can be contacted at firstname.lastname@example.org. Martin Porter can be contacted at marty@MESAlliance.org.
About CDSA’s Content Protection and Security Standards
For over a decade, CDSA has been recognized as the worldwide leader of Anti-Piracy and Compliance Programs. Most recently, the Content Protection and Security Standards (CPSS) were first written in 2008 by an international team of intellectual property, anti-piracy and security experts from both the physical and digital security arenas, thus giving coverage to the whole supply chain. By implementing these Standards, organizations effectively demonstrate effective process approaches for the handling, manufacturing, storage and delivery of valuable entertainment, software and information and assets in the home entertainment, video game and music recording industries.
CDSA, the Content Delivery & Storage Association (formerly IRMA, the International Recording Media Association), is the worldwide forum advocating the innovative and responsible delivery and storage of entertainment, software and information content.¬†Founded in 1970, this global trade association’s membership includes¬†companies involved in every facet¬†along the digital and physical media supply chain.¬†Beginning with the audiocassette, through the home video revolution, and into today’s digital delivery era, CDSA has always been the organization companies turn to address the most important industry-wide issues of their time. More information is available online at: www.contentdeliveryandstorage.org
The 2010 ‚ÄúGameSupply‚ÄĚ conference, the supply chain academy for interactive entertainment, will feature seven sessions that will focus on the entire videogame supply chain, from manufacturing, through packaging and distribution, to the sales floor, according to the conference organizers. The one-day event brings together videogame retailers, distributors, publishers, and their service providers to share knowledge about new developments and technologies in the interactive entertainment supply chain. The conference, which was inaugurated this year, will be held February 10, 2010 at the Hilton San Jose in Silicon Valley. GameSupply is jointly produced by the Entertainment Merchants Association (EMA) and the Media & Entertainment Services Alliance (MESA). GameSupply
EMA- AND MESA-SPONSORED EVENT MOVES TO SILICON VALLEY
The second annual ‚ÄúGameSupply‚ÄĚ conference, the supply chain academy for interactive entertainment, will be held February 10, 2010 at the Hilton San Jose in Silicon Valley. The announcement was made today by the Entertainment Merchants Association (EMA) and the Media & Entertainment Services Alliance (MESA), who jointly produce GameSupply. The one-day event brings together video game retailers, distributors, publishers, and their service providers to share knowledge about new developments and technologies in the interactive entertainment supply chain. GameSupply
On Feb. 12¬†Media and Entertainment Services Alliance¬†brought together the Creative/Authoring/Testing community for a breakfast discussion about Blu-ray and BD-Live.¬† The first in a series of workgroup¬† meetings, the event drew the top companies who provide these types of services to Hollywood.
After a lively discussion of the opportunities and challenges for the format, the group agreed there was a specific need¬†for increased collaboration to build efficiencies¬†along the supply chain within the industry.¬† The group has segmented into three workgroups to develop¬†ideas¬†and work together on¬†actionable items that are relevent to their customers.
Collaboration is¬†a fundamental part of MESA’s strategic plan.¬† To bring companies together in innovative ways, allowing the community to self-evolve according to their¬†company’s needs, at a pace that makes them comfortable, is a valuable service to our member companies and their partners.¬†
If you are interested in learning more about the MESA Blu-Breakfast series or would like to become involved, please feel free to drop me a note at guy@MESAlliance.org or visit our group on LinkedIn to receive regular MESA updates.
Let the collaboration begin!
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