PALM BEACH, FL -- September 21, 2021 -- InvestorsHub NewsWire --
via FinancialNewsMedia.com -- Digital content creation has been
steadily rising even before the pandemic and is continuing to grow
exponentially during and projected to
continue, after it has run its course. Digital
content is a tool that helps to create content such as textual,
video, audio, and graphical. This tool offers various benefits such
as cost-effectiveness, flexibility, scalability, and massive
processing power. Thus, influencing the growth of the digital
content creation market. Enterprises are using this tool for
sales and promoting their brands by implementing digital
content. Digital content creation software helps in authoring,
distributing, and publishing digital content that is triggering the
demand for the digital content creation market. The extensive use
of social media such as LinkedIn, Twitter, Facebook, Instagram, and
among others is growing demand for digital content which boosts the
growth of the market. However, the availability of open-source
software is the key hindering factor for the growth of the digital
content creation market. Furthermore, increasing digitalization,
availability of high-speed internet connectivity, and growing use
of social media marketing are expected to boom the growth of the
digital content creation market. Active Companies in the
markets today include ClickStream
Corp. (OTCPK:
CLIS), Twitter, Inc. (NYSE: TWTR), Snap
Inc. (NYSE: SNAP), Nexstar
Media Group, Inc. (NASDAQ: NXST), Comscore (NASDAQ: SCOR).
The Global Digital Content Creation Market size is expected to
reach US$ 38.2 billion by 2030 at a CAGR of 12% during
2020 and 2030, according to a report from InsightSLICE. Due to the
advent of virtual reality and artificial intelligence, digital
content creation tools are witnessing a sudden increase in demand
during the forecast period. The report added: "The businesses
are focusing on implementing digital marketing strategies to
benefit from the increased online traffic and are adopting digital
content creation tools and services. This has fueled the growth of
the digital content creation market during past couple of years.
The prevalence of COVID-19 has encouraged organizations in
strengthening their digital footprint for sustainable growth. With
majority of the operations conducted from isolation, the digital
content creation has helped organizations to keep up with their
digital strategies. This is anticipated to drive the global digital
content creation market in coming years."
ClickStream Corp., (OTCPK:
CLIS) BREAKING
NEWS: Clickstream to Enter
Projected $325 Billion Global E-Learning Market with
Upcoming Launch of Children's Internet Based Animated/Live Action
Series to Expanding Youth Market - ClickStream Corp.,
a technology company focused on developing apps and digital
platforms that disrupt conventional industries announced today the
production and anticipated launch date of their entry into the
exploding Internet children's market with their initial 20-epsiode
series, 'Joey's Animal Kingdom™', a series that takes kids all
around this amazing planet to see incredible animals and creatures.
WOWEEAPP.COM is not just a place to watch videos and learn about
animals, but it has many other features such as live quizzes and
games as well as kid profiles and VS games.
Joey is a little boy who lives in the jungle with his pet and
best friend, Mochi, a chimpanzee. Joey has spent his younger life
traveling the world with his parents' visiting zoos and helping
animals all around the world. His passion for animals has now led
him to help educate other kids about the amazing planet we live on
and all the animals that need our help!
Market research firm Global Industry Analysts projected "E
Learning" would reach $107 Billion in 2015 and it did.
Now, Research and Markets forecasts show triple the revenue of 2015
- e-learning will grow to $325 Billion by 2025. On
average, students can retain 25% to 60% more information when
learning online compared to 8% to 10% when in the classroom.
eLearning requires 40% to 60% less time learning than traditional
classrooms. For further information please see https://techjury.net/blog/elearning-statistics/ and https://www.thinkimpact.com/elearning-statistics/.
Frank Magliochetti, CEO of ClickStream stated, "We have been
studying the worldwide children's Internet market for some time and
have based our decision to proceed with Joey based on the results.
According to a study done by UNICEF Office of Research - Innocenti
and the London School of Economics and Political
Science (LSE), and based on research by Global Kids Online,
'…the internet is becoming a natural part of children's lives
across the globe…this report provides a summary of the evidence
generated from Global Kids Online national surveys in 11 countries.
Importantly, most of the evidence comes from children themselves,
because it is only by talking to children that we can understand
how the internet affects them…the report shows that children who
participate in more online activities tend to have better digital
skills compared to those who engage in fewer activities. This means
that parents should facilitate rather than hinder children's
internet use, by helping them discover new exciting things to do
online that will enable learning and personal development".
Nate Bernard, Former CEO of ClickStream and co-designer and
creator of 'Joey's Animal Kingdom™' stated, "With technology
becoming a staple of our culture in learning, entertainment and how
we communicate, we see Joey's Animal Kingdom™ as a wonderful
opportunity to continually innovate and use digital as a platform
to entertain and educate kids. We anticipate that 'Joey' will be
the first of many educational children's series we will develop and
produce for ClickStream."
ClickStream anticipates launching Joey's Animal Kingdom™ this
Fall along with a coordinated social media and merchandising
campaign involving the series' characters. ClickStream intends to
market the childrens entertainment and education app to the 4 - 10
demographic and their parents. ClickStream intends to monetize the
app through a pay to play model as well as
merchandising. CONTINUED… Read
this full release for ClickStream Corp.
at: https://www.financialnewsmedia.com/clis-news/
Other recent developments in the markets of note
include:
Twitter, Inc. (NYSE: TWTR) recently
announced financial results for its second quarter
2021. "As we enter the second half of 2021, we are shipping
more, learning faster, and hiring remarkable talent,"
said Jack Dorsey, Twitter's CEO. "For example, our increased
shipping cadence contributed to reaching 206 million average
monetizable DAU (mDAU) in Q2, up 11% year over year and 3% quarter
over quarter. There's a tremendous opportunity to get the whole
world to use Twitter."
"We delivered better-than-expected performance across all major
products and geographies while growing our audience," said Ned
Segal, Twitter's CFO. "We continued to make significant progress on
our direct response and brand products with updated ad formats,
improved measurement, and better prediction. We are driving more
value for advertisers with our strong push into performance-based
advertising and expanded offerings for small and medium-sized
businesses."
Snap Inc. (NYSE: SNAP) recently
announced financial results for the quarter
ended June 30, 2021. Financial Highlights
Were: Revenue increased 116% to $982 million in Q2
2021, compared to the prior year; Net loss improved 53%
to $(152) million in Q2 2021, compared to the prior year;
Adjusted EBITDA improved 223% to $117 million in Q2 2021,
compared to the prior year; Operating cash flow was $(101)
million in Q2 2021, compared to $(67) million in the
prior year; Free Cash Flow was $(116) million in Q2 2021,
compared to $(82) million in the prior year; and Common
shares outstanding plus shares underlying stock-based awards
totaled 1,681 million at June 30, 2021, compared to 1,616
million one year ago.
"Our second quarter results reflect the broad-based strength of
our business, as we grew both revenue and daily active users at the
highest rates we have achieved in the past four years,"
said Evan Spiegel, CEO. "We are pleased by the progress our
team is making with the development of our augmented reality
platform, and we are energized by the many opportunities to grow
our community and business around the world."
Nexstar Media Group, Inc. (NASDAQ: NXST),
Nexstar Digital recently
announced the launch of STELLAR, a proprietary data-driven
audience platform that gives advertisers the ability to seamlessly
purchase digital and linear advertising across Nexstar's network of
199 owned or operated television stations, 120 local web sites and
284 local news and weather mobile apps. Nexstar Digital is a
division of Nexstar Media Inc., a wholly owned subsidiary
of Nexstar Media Group, Inc.
STELLAR is a unified digital platform that enables advertisers
to increase customer acquisition and deliver effective omni-channel
ad campaigns by using proprietary predictive technology to
determine where a brand's advertising will perform best against
campaign goals, based on context and content signals.
Comscore (NASDAQ: SCOR), a
trusted partner for planning, transacting, and evaluating media
across platforms, recently
announced it has invented the next generation of
personification methodology created to bring person-level
measurement to its video products. This improved methodology aligns
with our long-time strategy to leverage data at scale and is paving
the way for continued and expanded reporting on person-level
behavior based on Comscore's world-class household-level
information.
Comscore will be working with its buy-side and sell-side clients
to iterate the innovation and build a true partnership with its
client base. This personification methodology is a process
that estimates which person or persons in a household are viewing a
given unit of content. Comscore's new approach will take full
advantage of its massive and passive viewership behavior, thereby
mitigating the small sample size and panel bias that is inherent in
the current third-party framework. The result will be consistent
reporting of person-level viewership estimates in a superior method
at granular levels in multiple contexts.
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