Sam Media and Stingray Unveil SingSpace by Stingray Karaoke

Sam Media celebrate the launch of their new agency Branch

Sam Media, innovator in the mobile entertainment industry, has launched its ground-breaking product, SingSpace powered by Stingray Karaoke.

SingSpace powered by Stingray Karaoke is an immersive virtual reality platform that redefines the karaoke experience, bringing music enthusiasts together from around the globe in an interactive and dynamic metaverse. In collaboration with Stingray, a global leader in music, media, and technology, Sam Media is poised to revolutionize the world of entertainment.

SingSpace powered by Stingray Karaoke is a global karaoke metaverse designed to cater to the diverse musical tastes and preferences of users worldwide. Whether you’re a solo crooner, a duet enthusiast, or someone who revels in lively karaoke parties, SingSpace powered by Stingray Karaoke offers an unparalleled platform to let your inner star shine. You can access SingSpace powered by Stingray Karaoke from your smartphone, computer, or VR headset, making it convenient for users to enjoy their favourite tunes anywhere, anytime.

For full details on the key features please read the full PR from Sam Media to get all the information and how it revolutionising Virtual Reality.

Sam Media unlocks immersive content in a new virtual world

 

Dutch leader in innovative mobile content, Amsterdam-based company Sam Media, is further extending its next-generation product line-up. On October 19th, they will launch their latest product, Holozonia, during a launch party at World Telemedia in Marbella.

5G guarantees faster speed, lower latency, and greater capacity, enabling mobile content innovators to create on-the-go, ultra-high-definition video, virtual reality, and other advanced applications.

Sam Media has always had a strong focus on immersive content and launched several VR and AR services in the past years. Last year they launched XR Academy, an impressive e-learning and entertainment service, and in 2020 they won a Meffy Award for their streaming product Mobio 360. Holozonia will be the first service that offers a wide range of VR and AR content in one place. One single subscription will enable end-users to enjoy premium VR Streaming, AR games, spatial music, 360 fitness, and education in 3D, VR, and AR. All of this is offered in one metaverse and can be accessed from a smartphone’s browser anywhere and anytime. It is compatible with all mobile web browsers.

Accessible to everyone, on any device

Holozonia has been designed to be compatible with all types of virtual reality headsets. Even consumers that don’t own a VR headset are able to engage with all the content effectively. All they need is a smartphone with internet access. No 5G, no problem, because streaming capabilities will automatically adjust to the available bandwidth. It’s the mission of Sam Media to ensure that digital content can be enjoyed everywhere, also in markets where access to traditional payment methods is limited. This is why the company has a strong focus on carrier billing and mobile wallets. Holozonia is compatible with all mobile browsers, PC’s, tablets and VR built-in devices e.g Oculus.

How does Holozonia benefit mobile networks?

Holozonia unlocks the full potential of 5G networks. It offers consumers a way to discover and interact with the most engaging virtual and augmented reality experiences. It keeps subscribers highly engaged and entertained. “The metaverse is not just a new way to play games, it is a more natural way to interact and engage. It’s a new mobile experience and consumers want it.”, says Alexis Bartelds, CEO of Sam Media.

What does Holozonia have to offer? 

Users can explore Holozonia using the joystick on their smart phone’s screen. They can create their avatar, hang out in the Holozonia world and access different AR and VR experiences without the need for a headset. Users can play games, learn, listen to music and watch their favourite VR shows on the  spot. This virtual world is also open to external products and services. A mobile network can open a store in Holozonia, for example if an end user needs more data they can go to the operator’s virtual shop and upgrade their bundle. But that is just an example, because any service can be represented in this virtual world, as long as it offers added value to subscribers.

Find out by watching more about Holozonia which will be lauched at World Telemedia on YouTube:  https://youtu.be/Bdu2E8hcnQI

 

European digital content industry will triple by 2026

The European digital content industry reached last year almost €45.3B in terms of revenues and will reach €114,6B in five years (x3). These data result from an analysis carried out by Telecoming, a company specializing in monetization technology (Adtech and Direct Carrier Billing) since 2008. The firm has studied the evolution of digital content consumption in Europe.

Last year, 498M Europeans accessed digital content and spent on average €15 per month. 52% of total revenue came from video, games (34%) and music (14%). The study concludes that the consumption trend will go up. In 2026 a total of 606M users will consume digital content and increase their monthly spending to €30.5 per month. The video games sector, perhaps driven by the metaverse, will be the sector that will experience the highest growth. In five years, it will account for 47% of the total income of the digital content industry, above video (42%) and music services (12%).

Roberto Monge, Chief Operations Officer at Telecoming, stated, “the European digital content industry is very dynamic, and the average spending will continue growing. The subscription model will predominate because it meets users’ expectations. The UK and Germany are the leading digital entertainment markets, with great growth potential.

 

The UK, the leading video consumer

In 2021, the UK was the country that consumed the most digital video services (44% of the population). In 2026 it will also be the top country, with 59% (41,3M users) of the active population appreciating this type of content. The UK has the most profitable digital video services market: €4,2B in 2021 and €5,7B in 2026 (62% will come through subscriptions). At some distance, Germany will follow with a volume of €5B in the coming five years. It is estimated that the entire European market will reach €30.6B in that period.

Video games will register the highest growth

According to Telecoming’s research, 62% of Europeans will enjoy mobile games in 2026 (+9 points vs 2021). Germany led the ranking with 49.8M users last year, followed by the UK (44.8M). Both countries will add followers in the coming years (+14 M in Germany and +11.4 in the UK). European mobile gamers played almost 2B games in 2021.

The evolution of the mobile gaming market will be an unprecedented growth.  €15,6B generated in 2021 will become €68,6B in 2026. This growth will go hand in hand with the consolidation of the metaverse, the next big thing where the leading technology industry players are already investing.

9 out of 10 Europeans pay for digital music services. However, the UK is the largest market (€16B in 2026). 18% of Britons accessed a digital music service in 2021. This percentage will increase to 22% in 2026. 97% of these will also subscribe to a digital music service and pay €10.8 per subscription (average). This is also a general trend in Europe. In 2026, 98% of users will subscribe to at least one music service.

 

Telecoming is an international company specialized in digital services monetization technologies. It deploys solutions aimed at improving mobile payment processes and advertising technology. A scalable, flexible, and secure platform seamlessly integrates revenue generation tools for companies operating in the digital environment. Leader on the economics of digital content since 2008, Telecoming currently operates in 21 countries.