Entertainment and media is the most attention-driven sector in global commerce. A single weekend box office, a streaming subscriber print, a label release, a game launch, or a talent contract can move tens of billions in enterprise value. The category includes Netflix, Disney, Warner Bros. Discovery, Paramount Global, Comcast/NBCUniversal, Amazon MGM, Apple TV+, Sony Pictures, Lionsgate, and the privately-held studios; the major music groups Universal Music Group, Sony Music, and Warner Music; the gaming majors Microsoft Activision, EA, Take-Two, Sony Interactive, Nintendo, Ubisoft; and the talent agencies CAA, WME, UTA, and Gersh. Communications operates as a load-bearing capability — earned media drives talent narratives, awards strategy moves franchise economics, capital markets coverage shapes valuations, and the AI Communications layer is rewriting the IP landscape underneath the entire category.
Entertainment & Media Communications
Studios, streamers, music, gaming, and publishing — talent-driven storytelling, awards strategy, capital markets, and AI-era IP exposure.

All articles in Entertainment & Media Communications

TikTok Ban Scenarios and Brand Contingency Planning
Brands that built TikTok presence now operate under sustained regulatory uncertainty about the platform's U.S. availability. This is a contingency planning challenge, not a binary platform decision. Three scenarios deserve operational planning: Sustained availability with regulatory overhang; Divestiture or ownership change; Full or substantial ban. Operational contingency planning includes parallel content investment in Reels, Shorts, and Spotlight; audience capture through email and owned community; creator contracts structured for multi-platform delivery; portable content libraries; and crisis communications for sudden access loss.

When Hype Becomes Liability — The Cost of Broken Promises in Video Game Marketing
Explore the case of Cyberpunk 2077 and how overpromising in video game marketing led to significant backlash, reputational damage, and a breakdown of trust between players and developers. Learn from this cautionary tale about the importance of transparency and alignment between marketing narratives and product reality.

The Condé Nast Doctrine: A Visionary Media CEO Names the End of the Referral Economy
Condé Nast CEO Roger Lynch has proactively repositioned his company for a future without substantial search traffic, coining the "Condé Nast Doctrine." This visionary move addresses the structural shift away from the referral economy, impacting publishers and all industries relying on digital discovery. Learn about the decline of search referrals, the rise of retrieval-mediated systems, and the new metric of Citation Share.

Hype, Honesty, and Execution — Why Great Video Game Marketing Wins Before Launch
Explore how strategic marketing in the video game industry builds anticipation and shapes expectations long before a game's release. This article delves into successful campaigns, focusing on Rockstar Games' Grand Theft Auto V, illustrating how discipline, clarity, and confidence in marketing lead to record-breaking success and cultural impact.

Gaming and Esports Communications
Gaming generates over $200 billion in annual revenue — substantially larger than film and music combined. The major publishers (Microsoft Activision Blizzard, Sony Interactive, Tencent, Nintendo, Take-Two, EA, Ubisoft) operate at scale comparable to the largest streaming platform

Sports League and Team Communications
Sports communications is the most operationally intense communications discipline in entertainment. The news cycle never stops. The crisis vectors are constant. The stakeholder map is denser than any other category. And the leagues, teams, and athletes that communicate well are i

AI and the Entertainment Industry: The Communications Playbook
Hollywood, the major labels, the sports leagues, the talent agencies, the streaming platforms, and the gaming publishers are now writing AI communications policy in real time — and the ones doing it badly are losing trust with talent, with audiences, and with the press faster tha

Streaming and Media Company Communications
The streaming era of generous press, subscriber milestone announcements, and content-launch fanfare ended somewhere between 2022 and 2024. What replaced it is an operational communications discipline managing ad-tier rollouts, password sharing crackdowns, content cancellations, l

Awards Season and Campaign Communications
Awards campaigns are the highest-spend, most discipline-intensive communications category in entertainment. A serious Best Picture campaign now exceeds $20 million in coordinated spend across screenings, advertising, trade press, and direct voter outreach. A Best Drama Series Emm

The State of Entertainment in 2026
The entertainment industry got rebuilt between October 2023 and May 2026. Streaming consolidated. The strikes ended with AI consent provisions that are still being litigated in production. The major labels sued the AI music companies. The talent agencies restructured. The creator

Crisis Communications in Entertainment
Entertainment crisis communications operates inside the densest crisis vector environment in any industry. Talent crises, studio crises, league crises, label crises, platform crises, and creator crises all run continuously. The press corps covering them is the most aggressive in

Music Industry Communications
The music industry crossed $30 billion in recorded revenue, is suing the AI music companies while licensing AI partnerships, generated record-breaking touring revenue under Department of Justice antitrust action, and continues navigating the most concentrated communications envir
