It has been said that “necessity is the mother of invention". This seems apt in the current context of COVID-19 which has forced organisations around the world to...
How the media industry can re-define itself amidst the pandemic
3 mins read
For the last few months, lockdown measures introduced to stem the spread of Covid-19 have had many of us grounded in our homes trying to find new ways to amuse ourselves. In this blog, Tata Communications’ Dhaval Ponda, Global Head of Media and Entertainment Services, explores how the media industry can use this opportunity to start a new chapter in entertainment.
Most of us have turned to our TV sets and digital platforms for entertainment during the pandemic. 87% of US consumers and 80% of UK consumers revealed that they’re consuming more content than ever before, according to a recent report from Global Web Index. Many in the media and entertainment (M&E) industry have enjoyed a sudden and significant uptick in customers as a result. Netflix, for example, saw a 15.8 million net increase in its global subscriber base, doubling what it and Wall
As with most modern business challenges, digital transformation with an ecosystem of agile, secure and fast technologies is the answer. Remote production While the whole M&E industry has been hit particularly hard by lockdown restrictions, live sports and live entertainment events have been the most affected."The M&E industry has a rare opportunity to reflect and adapt their business models for a new era in entertainment – we need to revolutionise our approaches to customer experience management, demand planning and revenue generation."

The rise and rise of eSports Other than remote production, an interesting direction many sports franchises have gone in is the eSports route. In April, the NBA (one of the first high-profile organisations to suspend activity due to Covid-19) hosted a players-only virtual basketball tournament. Huge stars such as Kevin Durant and Spencer Dinwiddie played ‘NBA 2K’ against each other live on ESPN. Not only did the tournament keep sponsors, broadcasters and fans happy, the winner received $100,000 for a Covid-19 related charity of their choice. However, just because eSports are social-distancing-friendly, doesn’t mean there aren’t many factors to consider for M&E organisations. The tournament still required multiple cameras, cutaways, reactions and commentary that needed to be captured and edited in real time. So, eSports on broadcast television require robust digital broadcast infrastructure and connectivity capabilities – something not all M&E firms are equipped for."By migrating to cloud, remote teams can integrate and automate their usual workflows tasks such as file delivery, transcoding videos for OTT platforms and frame-accurate editing seamlessly in virtual environments – without having to transfer feeds between physical workstations."

- Low latency streaming solutions: This is especially important when you’re hosting live competitions with players in different geographies
- Decentralised cloud gaming: This allows you to host games in multiple locations without needing to install expensive hardware in each spot
As for right now, every M&E firm’s first priority should be migrating their workflows to cloud. Aside from making their content accessible anywhere, some modern cloud services give companies access to AI-enhanced metadata that will improve their customers’ experiences through features like personalised and multilingual content. Investing in these tools today will all go towards making the M&E industry more flexible and future-ready, geared-up for a new era of entertainment. Discover more about how businesses need to rethink their strategies post-pandemic."I believe around 75% of broadcasters will look at adopting remote production post-coronavirus. The benefits of less travel will become both a money saving strategy for firms and a perk for employees, all while also being good for the environment. And the money firms save can then be reinvested back into their digital transformation journey."
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