The Metaverse Threat: 'TV Will Die with Its Audience'

Platforms like Roblox have already taken kids away from TV, with half of 9-12-year-olds using it at least once a week Lionel BONAVENTURE AFP
Platforms like Roblox have already taken kids away from TV, with half of 9-12-year-olds using it at least once a week Lionel BONAVENTURE AFP
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The Metaverse Threat: 'TV Will Die with Its Audience'

Platforms like Roblox have already taken kids away from TV, with half of 9-12-year-olds using it at least once a week Lionel BONAVENTURE AFP
Platforms like Roblox have already taken kids away from TV, with half of 9-12-year-olds using it at least once a week Lionel BONAVENTURE AFP

TV companies will need to radically adapt themselves to the fast-evolving world of online entertainment if they hope to survive, experts have warned.

Broadcasters are already playing catch-up with online gaming giants in the battle for the attention of young audiences and the advertising dollars that follow.

On the horizon is the so-called "metaverse" -- a loose term covering the growing eco-system of interactive online worlds, games and 3D meeting places that are already attracting millions of users.

While older consumers are still wedded to traditional TV, viewership among under-35s has halved in a decade, according to Statista, and will drop precipitously as the metaverse develops.

"Young people have evolved from passive spectators of TV to active players, and they've turned away from screens to smartphones," said Frederic Cavazza, co-founder of Sysk, a French firm specializing in digital transformation.

"TV channels are going to die with their audiences."

'Part of the story'
To reach young people, broadcasters will have to compete with gaming platforms like Roblox, Fortnite and Minecraft -- seen as precursors to the metaverse -- that are already establishing a dominant position.

Half of all 9-12-year-olds in the US use Roblox at least once a week, according to media research firm Dubit -- doing everything from playing games to watching concerts to just hanging out with friends.

The audiences can be enormous: 33 million people watched rapper Lil Nas X perform on Roblox in 2020 -- more than three times the number that watched him on TV at the Grammys this week.

Broadcasters must choose whether they are sticking with a shrinking market for traditional TV programming, or start bringing their characters and brands into metaverse platforms, said Matthew Warneford, co-founder of Dubit.

"It means bringing people into a world, making them part of the story, playing alongside their friends -- the same way that Disneyland allows you and your friends to be in their world with Mickey Mouse," he said.

'Stay relevant'
TV companies have time to adapt, but they face a major challenge in catering at once to older people watching traditional broadcasts, middle-aged people shifting to streaming and young people wanting interactive and social entertainment.

"If we want to stay relevant, we will have to position ourselves across all these usages," said Kati Bremme, head of innovation for France Televisions.

The national broadcaster is still in research mode, she said, toying with augmented and virtual reality to build immersive cultural and sporting experiences, AFP said.

The biggest challenge, however, may be financial.

Up to now, TV firms have been insulated from tech disruption because their advertising revenue was largely unaffected -- unlike other traditional media like newspapers.

That could change "faster than people realize," said Warneford.

It was previously hard to move TV ads into the gaming world because they were created by individual companies "who locked them down and captured all the value," he said.

But with the more open field of the metaverse, brands will have much more scope to promote themselves and sell goods directly to users.

Indeed, fashion and luxury labels are already making millions selling virtual clothes and accessories on Roblox, Fortnite and other platforms.

"If they want to reach young people, do companies keep going to TV or do they go to where young people actually are -- in gaming and the metaverse?"



Paris Olympics Expected to Face 4 Billion Cyber Incidents

A general view of the Olympic rings on the Eiffel Tower a day before the opening ceremony of the Paris 2024 Olympics, in Paris, France June 25, 2024. (Reuters)
A general view of the Olympic rings on the Eiffel Tower a day before the opening ceremony of the Paris 2024 Olympics, in Paris, France June 25, 2024. (Reuters)
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Paris Olympics Expected to Face 4 Billion Cyber Incidents

A general view of the Olympic rings on the Eiffel Tower a day before the opening ceremony of the Paris 2024 Olympics, in Paris, France June 25, 2024. (Reuters)
A general view of the Olympic rings on the Eiffel Tower a day before the opening ceremony of the Paris 2024 Olympics, in Paris, France June 25, 2024. (Reuters)

As the Paris 2024 Olympic Games approach, cybersecurity officials are bracing for over 4 billion cyber incidents. They are setting up a new centralized cybersecurity center for the Games, supported by advanced intelligence teams and artificial intelligence (AI) models.

Eric Greffier, the technical director for Paris 2024 at Cisco France, told Asharq Al-Awsat that the Tokyo 2020 Games saw around 450 million cyber incidents. He added that the number of incidents expected for Paris is at least ten times higher, requiring a more efficient response.

Greffier explained that a single cybersecurity center allows for better coordination and a faster response to incidents.

This approach has proven effective in other areas, such as banking and the NFL, where his company also handles cybersecurity, he added.

The Extended Detection and Response (XDR) system is central to the company’s security strategy.

Greffier described it as a “comprehensive dashboard” that gathers data from various sources, links events, and automates threat responses.

It offers a complete view of cybersecurity and helps manage threats proactively, he affirmed.

The system covers all aspects of the Olympic Games’ digital security, from network and cloud protection to application security and end-user safety.

In cybersecurity, AI is vital for managing large amounts of data and spotting potential threats. Greffier noted that with 4 billion expected incidents, filtering out irrelevant data is crucial.

The Olympic cybersecurity center uses AI and machine learning to automate threat responses, letting analysts focus on real issues, he explained.

One example is a network analytics tool that monitors traffic to find unusual patterns.

Greffier said that by creating models of normal behavior, the system can detect anomalies that might indicate a potential attack. While this might generate false alarms, it helps ensure that unusual activity is flagged for further review.