Global online piracy has created a crisis for the pay TV industry that could completely rewrite the industry’s economic model, with major impacts on sports rights. But could it also have some unexpected upsides?
This year GDC was not shy of announcements – the arrival of cloud gaming, the unstoppable rise of e-sports, the importance of indie studios for the industry or how important the community is for the […]
Irdeto joined the world’s leading broadcast, satellite, content delivery, digital media, film, and audio entertainment specialists at the 2019 CABSAT conference, and its clear piracy is still a hot topic. For the first time, CABSAT […]
A new year has begun, and that means one thing: resolutions. Although they are known to be easily broken, it is imperative that you stick to your 2019 security resolutions. It’s that time of the […]
With the internet of things (IOT) adoption wider than ever before, companies are constantly developing new devices for our increasingly connected environment. Now is the time to offer more than content to your subscribers! Long […]
In 2018 Irdeto joined over 600 leading professionals watching over 90 influential speakers on stage at the SportsPro OTT Summit in Madrid in November where the issues the live sports industry is facing were made […]
It’s not just ‘Porch Pirates’ stealing this holiday season, over the Christmas and New Year’s season digital consumption is up and so is online piracy. The consumption of online content is continuing its upward surge, […]
Fast, intelligent and adaptive, online piracy is a growing threat facing pay media operators and content rights holders globally. But with smarter security, we are putting up a fight. Irdeto recently joined Akamai, the well-known […]
Cracking, pirating and cheating in the world of gaming is not new, game piracy is running rampant with more than 2.5billion gamers all over the world, just over 237 million were searching for pirated content […]
Irdeto’s global gaming survey confirmed what we’ve always suspected: cheaters ruin gaming for real gamers. But do the results also indicate that time is running out for publishers to get a grip before cheating becomes the norm throughout the world, with catastrophic implications for both publishers and gamers alike?