Browsing: Industry

Last spring, theaters were full of audiences screaming “chicken jockey!” alongside Jack Black as “A Minecraft Movie” soared to become the fifth highest-grossing movie of the year, earning $960 million worldwide. A little more than a year later, the parent company behind the video game the film was based on is no longer celebrating.

Influence Media Partners, in collaboration with funds and accounts managed by affiliates of BlackRock, has signed an agreement to acquire substantially all of the assets of Anthem Entertainment: its music publishing catalogs, film & TV publishing assets and its portfolio of master recordings, for a purchase price of $600 million-plus.

Seven industry leaders explain how artificial intelligence is changing asset creation, esports strategy, live operations, advertising and staffing – and where the technology still falls short July 28, 2026 Prefer PocketGamer.biz on Google

IBC2026 is set to bring the global media, entertainment and technology community together at RAI Amsterdam from 11–14 September, enabling industry participants from more than 170 countries to collaborate, network, learn and translate innovation into practical solutions, real-world outcomes and business opportunities – creating moments that matter.

Japan’s animation industry has introduced a dedicated workers’ accident compensation program aimed at freelance anime creators. The Anime Anshin Net Workers’ Accident Compensation Insurance officially began accepting enrollments on July 22, following its launch by the Arts Workers Japan at a press conference held at Japan’s Ministry of Health, Labour and Welfare Press Club in…

San Diego Comic-Con 2023 was buzzing with excitement as major industry figures and projects made their presence felt. Indian stars Ranbir Kapoor and Yash drew attention by promoting the epic film ‘Ramayana,’ aiming to bring this classic story to a global audience. The appearance marks a significant effort to broaden the reach of Indian cinema.

Web3 gaming investments jumped to $60 million in July after three months of decline, with investors prioritizing “fun-first” games over pure tokenomics plays. The funding primarily flowed to projects with proven teams and strong intellectual property.