Changes in technology - then and now
The Impact of Technology on the Film Industry
Area Then Now Filming 1909 aerial shots with heavy aircraft-mounted cameras; props and sets often looked fake, with visible edges. Drones use algorithms for angles/shot sizes; 3D printing makes realistic, customizable, scalable props that interact with actors. Cameras Film was costly for multiple takes; reels needed frequent reloading; scratches ruined scenes; actors only got verbal feedback. Multiple digital cameras capture angles at once; DSLRs film in HD; unlimited takes; playback available instantly for actors. Editing / Post-Production Editing meant cutting and splicing film strips with a splicer and viewer. Cloud collaboration allows global teamwork; advanced software creates seamless effects and imaginary worlds. Animation Characters hand-drawn on cels, layered on backgrounds; nonstop animation for realism; later CGI used to digitally ink/color cels. Almost entirely digital using tablets, pens, sculpting tools; mocap suits record actors’ movements as skeleton animations; faster tech allows small teams to do studio-level work. Promotion & Distribution Relied on posters, magazine ads, billboards, print campaigns; marketing (e.g., sci-fi) required extensive research on timing/placement. Self-distribution platforms market globally online; websites host interactive promo content; social media + hashtags target demographics directly. Cost Film stock expensive, limiting independents; special effects raised budgets; 1990s costs inflated by stars, agencies, and advertising. Digital cameras cheaper and usable by small crews; crowdfunding platforms let audiences support films directly. Consumption Nickelodeons (5¢ theaters) increased access; 1970s VHS & laser discs boosted home profits but reduced cinema attendance. By 2018, streaming/home video revenue surpassed cinemas; second-screen apps add interactivity; theaters upgraded with immersive audio tech.
Trends in Film Distribution & Exhibition
Area | Then | Now |
---|---|---|
Filming | 1909 aerial shots with heavy aircraft-mounted cameras; props and sets often looked fake, with visible edges. | Drones use algorithms for angles/shot sizes; 3D printing makes realistic, customizable, scalable props that interact with actors. |
Cameras | Film was costly for multiple takes; reels needed frequent reloading; scratches ruined scenes; actors only got verbal feedback. | Multiple digital cameras capture angles at once; DSLRs film in HD; unlimited takes; playback available instantly for actors. |
Editing / Post-Production | Editing meant cutting and splicing film strips with a splicer and viewer. | Cloud collaboration allows global teamwork; advanced software creates seamless effects and imaginary worlds. |
Animation | Characters hand-drawn on cels, layered on backgrounds; nonstop animation for realism; later CGI used to digitally ink/color cels. | Almost entirely digital using tablets, pens, sculpting tools; mocap suits record actors’ movements as skeleton animations; faster tech allows small teams to do studio-level work. |
Promotion & Distribution | Relied on posters, magazine ads, billboards, print campaigns; marketing (e.g., sci-fi) required extensive research on timing/placement. | Self-distribution platforms market globally online; websites host interactive promo content; social media + hashtags target demographics directly. |
Cost | Film stock expensive, limiting independents; special effects raised budgets; 1990s costs inflated by stars, agencies, and advertising. | Digital cameras cheaper and usable by small crews; crowdfunding platforms let audiences support films directly. |
Consumption | Nickelodeons (5¢ theaters) increased access; 1970s VHS & laser discs boosted home profits but reduced cinema attendance. | By 2018, streaming/home video revenue surpassed cinemas; second-screen apps add interactivity; theaters upgraded with immersive audio tech. |
Trends in Film Distribution & Exhibition
Trend | Key Points | Stats / Examples |
---|---|---|
1. Cinema programming diversifies | Cinemas no longer just show trailers + 1 film. Growing variety: crowdsourced screenings (ourScreen), live theatre broadcasts, gaming, immersive hybrids (Secret Cinema). Split into two models: “Big Cinema” (global spectacle) vs “Specialized Cinema” (local/cultural focus). | — |
2. Declining teen audiences | Teen/young adult attendance consistently falling; seen as biggest threat by cinema owners. Streaming, social media, and other entertainment competing. | US: 12–24 = 34% (2009) → 29% (2016). UK: 15–24 = 35% (2011) → 29% (2016). |
3. Rising older audiences | Older demographics growing; more mobility, longer life expectancy, nostalgia appeal. They want stories and quality over spectacle. | UK: 55+ ↑ by ⅓ (2008–2015). Big successes: The King’s Speech, The Best Exotic Marigold Hotel. |
4. Indies boosted by older audiences | Independent arthouse dramas thriving because older audiences value quality over marketing spectacle. Indie producers increasingly target this group. | Around ½ of the most profitable indies each year succeed thanks to older audiences. |
5. More films, harder competition | Number of releases ↑ sharply, especially small/medium films, but visibility ↓. Wide-release Hollywood films dominate screens. | US: 736 releases (2016), double 2000. Top 50 films = 75% of total box office. |
6. Faster global rollouts | Piracy + social media hype force shorter delays between US and international releases. UK release gaps with US films nearly gone. | Gap: 135 days (2000) → just a few days (2016). |
7. International revenue dominance | International revenue now Hollywood’s main income source → content made for global tastes. Risk: homogenisation and censorship (e.g. China). | Share: 35% (1990s) → 63% (2016). |
8. Digital-first releases | Shift from DVD/Blu-ray to streaming/VOD as the “second window.” Streaming platforms now drive home-viewing revenue. | — |
9. Shrinking cinema–home window | Exclusive cinema release period shrinking → cinemas fear fewer ticket sales as home viewing comes quicker. | Window: 171 days (2000) → 105 days (2017). |
10. Decline of 3D cinema | 3D peaked as a novelty, but audiences prefer cheaper, clearer 2D. Premium pricing backfired. | Peak: US 22%, UK 21% (2010). By 2016: US 7%, UK 14%. |
11. Digital exhibition dominance | Digital projection replaced 35mm. Benefits: higher quality, cheaper distribution, better anti-piracy measures. Near-total transition by mid-2010s. | US: 95% 35mm (2006) → 97.8% digital (2016). |
12. Rising ticket prices | Ticket costs rising faster than inflation. Pricing varies by location, time, format. Premium surcharges for 3D/IMAX. Reported averages hide “real” prices. | UK “real” avg = £9.84 vs official £6.72. |
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