Eric Peckham

Eric Peckham

Media Columnist

Eric Peckham is TechCrunch’s Media Columnist. He focuses on analysis of interactive media, non-interactive media, content creation platforms, and communications tools. Separate from TechCrunch, he writes the popular Monetizing Media newsletter.

The Latest from Eric Peckham

Recap: Roblox, SuperAwesome and Fingerprint execs discuss kids’ media

Consumption of all types of kids-focused digital media has soared with a large portion of the world’s children home from school right now. At all times of day, children are playing games, watching s

TechCrunch Live: Join execs tomorrow from Roblox, SuperAwesome, and Fingerprint to discuss kids media

With large majorities of all children (70% in the U.S. and U.K.) staying home from school during the COVID-19 crisis, use of digital media properties popular with kids has soared. Screen time among ki

Despite pandemic, gaming is well-positioned to withstand recession

Efforts to slow the spread of COVID-19 have led to a global economic downturn, but the gaming industry is booming. With hundreds of millions of people sequestered in their homes, game usage has spiked

Survey shows growth in podcasts and voice assistants, little change in streaming

A new annual survey taken before the current COVID-19 crisis led to restrictions of movement in much of the U.S. suggests good news for Amazon, Facebook’s dominance unthreatened and continued gr

With kids and adults staying at home, are virtual worlds ready for primetime?

We’ve been diligently following the development of virtual worlds, also known as the “metaverse,” on TechCrunch. Hanging out within the virtual worlds of games has become more popular in

In retrospect, Disney’s CEO switch was a decisive act of crisis management

Disney surprised the media industry on February 25 when it announced that longtime CEO Bob Iger had replaced himself with executive Bob Chapek. The abruptness of the news and the choice of successor,

The companies that will shape the upcoming multiverse era of social media

Throughout this series on the rise of multiverse virtual worlds, I have outlined the collision of gaming and social media into a new multiverse era of social media within virtual worlds due to technol

Making money from games: The future of virtual economies

Fictional portrayals of virtual worlds such as “Ready Player One” and “The Matrix” typically portray the physical and virtual worlds as distinct realms siloed from each other.

Multiverse virtual worlds will be healthier for society than our current social networks

The basis of the classic James Bond film “Tomorrow Never Dies” is an evil media mogul who instigates war between the U.K. and China because it will be great for TV ratings. There’s been

If socializing within games is so popular, why hasn’t the multiverse arrived yet?

Thus far in this series we’ve outlined “multiverse” virtual worlds — a concept different from the metaverse — as the next stage of social media and what this future will look lik

What virtual worlds in the coming multiverse era will look like

Gaming and social media are on a collision course, the result of which will be mainstream popularity of virtual worlds primarily driven by user-generated content (UGC) and anchored in small groups and

Here’s what you need to know about Disney’s CEO reshuffle

Disney sent a shock wave through the media industry yesterday upon stock market closing, announcing the immediate shift of its longtime CEO Bob Iger to an executive chairman role. Iger said he will le

Why social networks want even more gaming

Even if you don’t play games, you have spent years of your life in one or more virtual worlds. Social media platforms like Facebook, Twitter, Instagram and WeChat are lightweight versions of virtual

Games already are social networks

Video games are only getting more popular. Roughly 2.5 billion people around the world played games last year, double the number of players in 2013. Gaming is a $149 billion industry, growing 7% year

A multiverse, not the metaverse

Following web forums, web platforms and mobile apps, we are entering a new stage of social media — the multiverse era — where the virtual worlds of games expand to become mainstream hubs for socia

Calm co-CEO Michael Acton Smith explains strategy behind ‘mental fitness’ app

Mental wellness unicorn Calm has more than two million subscribers to its mindfulness and meditation app, raising over $140 million in funding to bring “mental fitness” practices into the

Fable Studio founder Edward Saatchi on designing virtual beings

In films, TV shows and books — and even in video games where characters are designed to respond to user behavior — we don’t perceive characters as beings with whom we can establish two-way relat

Shadows’ Dylan Flinn and Kombo’s Kevin Gould on the business of ‘virtual influencers’

In films, TV shows and books — and even in video games where characters are designed to respond to user behavior — we don’t perceive characters as beings with whom we can establish two-way relat

Compound’s Mike Dempsey on virtual influencers and AI characters

In films, TV shows and books — and even in video games where characters are designed to respond to user behavior — we don’t perceive characters as beings with whom we can establish two-way r

What to expect in digital media in 2020

As we start 2020, the media and entertainment sectors are in flux. New technologies are enabling new types of content, streaming platforms in multiple content categories are spending billions in their
Load More