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?"



AI Cloud Provider SMC Plans Global Rollout

People attend a media tour of Sustainable Metal Cloud's Sustainable AI Factory in Singapore July 25, 2024. REUTERS/Caroline Chia/File Photo Purchase Licensing Rights
People attend a media tour of Sustainable Metal Cloud's Sustainable AI Factory in Singapore July 25, 2024. REUTERS/Caroline Chia/File Photo Purchase Licensing Rights
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AI Cloud Provider SMC Plans Global Rollout

People attend a media tour of Sustainable Metal Cloud's Sustainable AI Factory in Singapore July 25, 2024. REUTERS/Caroline Chia/File Photo Purchase Licensing Rights
People attend a media tour of Sustainable Metal Cloud's Sustainable AI Factory in Singapore July 25, 2024. REUTERS/Caroline Chia/File Photo Purchase Licensing Rights

Singapore-headquartered AI cloud provider Sustainable Metal Cloud (SMC) is planning to expand globally as its sees fast-growing demand for its energy saving technology, its CEO said on Thursday.

"Due to client demand, we’re looking to expand in EMEA (Europe Middle East and Africa) and North America," CEO and co-founder Tim Rosenfield said, Reuters reported.

The startup, a partner of AI chip giant Nvidia, already operates what it calls "sustainable AI factories" in Australia and Singapore and is set to launch in India and Thailand.

Its clients in Singapore, where it operates over 1,200 of Nvidia's high-end H100 AI chips, include Facebook owner Meta who uses SMC's cloud to run its Llama 2 AI model.

While most data centres depend on air cooling technology, SMC uses immersion technology, submerging servers from Dell fitted with GPUs (graphics processing units) from Nvidia in a synthetic oil called polyalphaolefin to draw heat away faster.

The technology behind the approach reduces energy consumption by up to 50% compared to traditional air cooling, according to the CEO.

Demand for AI is expected to increase 10-fold compared with 2023, according to the International Energy Agency (IEA).

The electricity consumption of data centres globally is expected to top 1,000 terawatt-hours in 2026, roughly equivalent to Japan's total annual consumption, the IEA said in March.

SMC is currently raising $400 million in equity and $550 million in debt according to a source with direct knowledge of the matter.

The company declined to comment. The fundraising was first reported by Bloomberg.