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]]>As technology continues to redefine creativity, it’s important to look at the forces reshaping how music and entertainment are created, experienced and valued. Some key perspectives that stand out as especially transformative include next-generation instruments and DAWs, brain–computer interfaces (BCI), neurodata, quantum computing, ethics and the evolving balance between human and artificial creativity.
At The 2026 NAMM Show this January 20-24, attendees will be able to explore these themes in A3E’s education program. Foundational to A3E’s mission to anticipate innovation and its impact on creative industries, the 2026 program brings together artists, R&D leaders and technology executives to explore how artificial intelligence and artificial creativity are becoming more and more embedded in everyday tools, and may be evolving toward a deeper collaboration, requiring greater ethical governance, and fostering responsible human-machine creativity.
Before the show begins, here’s a look at four key trends shaping the conversation. Be sure to join the A3E track for expert-led sessions and deeper exploration of what’s next.
Musical instruments are evolving into intelligent, adaptive creative partners. On-device AI is embedding itself inside synths, performance rigs and other hardware, enabling real-time tone modeling, responsive accompaniment and gesture-based control. At the same time, DAWs are integrating AI features, and game engines are emerging as powerful real-time creative platforms, expanding the canvas for artists far beyond traditional instruments.
Instruments and software environments are becoming context-aware — responding not just to notes, but to the performer’s biometric signals, emotional state and even neural inputs. As artificial creativity systems mature, these tools will increasingly co-create, offering generative textures and adaptive responses that blur the line between player and platform.
This evolution also intersects with the rise of synthetic vocals and voice cloning, raising new creative possibilities while demanding safeguards to preserve authenticity and artistic identity. The challenge will be designing interfaces and ethical frameworks that preserve expressive agency while leveraging the power of embedded intelligence.
Quantum computing promises to radically expand the creative and analytical capacities of music technology. By enabling unprecedented processing power, quantum systems could unlock real-time signal processing, generative sound design and large-scale modeling of acoustic spaces.
Beyond speed, quantum algorithms may allow artists to explore unconventional patterns, structures and compositions, revealing creative pathways that classical computing can’t easily reach.
At the same time, quantum computing could undermine the security foundations many artists rely on today — from blockchain and NFTs to C2PA frameworks that establish provenance and power royalty models. By potentially breaking traditional encryption methods, quantum technologies could disrupt these systems, raising the stakes for protecting intellectual property, attribution and monetization.
Looking further ahead, the application of quantum computing to neurodata and artificial creativity could open entirely new frontiers — enabling the analysis of vast, complex neural datasets and the development of creative systems that operate at a scale and nuance beyond anything currently possible. This convergence could redefine how human cognition, creativity and technology intertwine. Whether quantum power amplifies creativity or concentrates control will depend on how these tools are integrated, secured and made accessible to artists and technologists alike.
As artificial creativity reaches deeper into neurodata, biometric signals and vocal likeness, the questions of ownership, consent and transparency become existential.
Synthetic vocals, voice cloning and imitating artists’ likeness amplify these issues: identities can now be replicated, remixed or distributed without permission, challenging existing frameworks for attribution, disclosure and platform responsibility.
Creators must understand how their data and likeness are collected and used; platforms and manufacturers must adopt clear and enforceable frameworks; and policymakers must balance innovation with human rights. These challenges are compounded by the patchwork nature of governance: domestic laws often diverge sharply from international IP and copyright frameworks, creating complex and sometimes conflicting rules around data use, ownership and enforcement.
Consent in the era of artificial creativity isn’t a checkbox — it’s a continual, informed dialogue that must operate across legal, cultural and technological boundaries.
AI has transformed music through automation, analysis and generative tools, streamlining workflows and enabling creators to produce at unprecedented scale. But while AI excels at generation, it does not create — it imitates, predicts and assembles patterns based on data.
Artificial creativity (AC) goes further: it learns from the human mind itself, training on neurodata to co-create rather than simply generate.
This shift introduces profound questions about authorship, identity and originality. Where human creation is rooted in lived experience, emotion and intent, artificial generation operates through algorithmic synthesis.
The future of music and entertainment will hinge on how we balance these forces — ensuring that AC amplifies human creativity rather than diminishing it, and that the lines between authentic creation and synthetic generation remain transparent.
Community discussions are important for staying grounded and learning how to adapt as the pace of change quickens in the areas discussed. To join the conversation about these topics and more, explore the A3E education track at The 2026 NAMM Show, held in Anaheim, California this January 20-24.
For years, A3E has brought together expert speakers and forward-thinking education for the music technology community. The 2026 A3E program at The NAMM Show is designed to inform R&D leaders, artists, technologists and executives about the immediate impacts of technology on the music industry and the long-term imperatives shaping its future.
About the Author
Paul Sitar began his career as an aerospace underwriter, flight instructor/commercial pilot before channeling his passion for emerging technology into launching various ventures, research initiatives, trade shows and conferences for organizations including Gartner and Advanstar, as well as his own ventures — NlightN, Sitarian Corporation, A3E and The Electric Vehicle + Energy Infrastructure Exchange
. His work spans music and entertainment technology, AI, Artificial Creativity, cybersecurity, critical infrastructure protection, and electric mobility. He also founded, commercialized and patented a software security company, and continues developing global innovation platforms at the intersection of technology, creativity and industry.
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]]>The post Creator Spotlight: Technology and Creativity with Paul Sitar appeared first on A3E: the Future of Music + Entertainment Technology.
]]>The Creator Spotlight series highlights the community, work and history of innovative Spatial Creators, audio designers and experience designers. Our goal is to inform, inspire, and build a community surrounding spatial technology and the power of sound.
Source + Full Spotlight @ https://www.spatialinc.com/newsroom-articles/paul-sitar

Paul, tell us about your background and how you found your home in the music and audio space. How did you develop A3E?
A3E stems from and is rooted in an event I created back in 1999 called the “Interactive Music Xpo”. At that time, I had left a 10-year career in the aerospace industry to get into technology. I was fascinated by what was going on with digital distribution and wanted to focus on how technology was affecting musicians and music at that time.
Fast forward to 2013, A3E was created; instead of focusing on record labels and instead of digital distribution being the disruptive technology that was changing the industry, it was more so music instrument manufacturers being disrupted as developers began working with artists to create new apps and content creation tools. A3E focused on getting developers, instrument manufacturers, and artists together to look at the advent of emerging technology that were taking creatively to the next level.
How does A3E bring individuals together in the audio community?
We start by doing research. We feel engaging these audiences –– talking to them, understanding what keeps them interested, how they feel about disruptive technologies, deep diving into issues, such as artificial intelligence or what we call artificial creativity –– is core. We ask questions and collaborate on conversations about where the future’s headed. Then, naturally by sharing information with those communities and involving them in the conversation, we’re able to curate our own events or co-locate A3E educational programs with our partners.
At A3E, our goal is to help artists, developers and music technology understand trends and where things might be headed. This helps us build those communities and brand loyalty because in return, they’re getting the research and survey results summarized or as we call them, RADAR Publications. We feel the way we engage these communities is to have them participate, give back from a wider perspective from what their peers are saying and then take that information and showcase it at large industry events.
How is the research conducted and executed in A3E?
It’s all done in-house by A3E. We leverage great relationships with A3E alumni and our advisory board so we have amazing music technologists –– people from three communities: developers, artists, manufacturers. At this point, we’ve got access to 519 speakers that have participated over the past eight years with A3E and they are core to our audience, so we bounce ideas off of them.
What is your take on the ecosystem for artists – and the future of sound design and music in regards to the ecosystem?
The overall industry ecosystem starts with emerging technologies. Those technologies can impact three things; production, performance, and monetization platforms.
We then look at the possible experiences that come from the new technologies –– consumption, live performances, fan interactions, peers/content creations, live experiences, etc.
Spatial is a perfect example of how technology can be utilized to support artistry and create elevated immersive audio experiences. Understanding the novelty and uniqueness that Spatial seems to be bringing is a core component of what we like to do with A3E.
The third part of this, which comes back up to the top of new technologies, or the circle of life if you want to call it, is the monetization. How do we monetize? How do artists make money? How do companies that are expending resources to pioneer R&D create profitable business models that allow them to continue funding and thrive in a viable industry? The music industry is still trying to figure all of this out. We see Spatial as an emerging cutting-edge technology being utilized to create new experiences, which is how we maximize the value of the listeners’ experience – monetizing or adding value with technology. This really elevates the need to continue to build new technology in the immersive segment.
You mentioned Spatial as an emerging technology–– can you expand on how Spatial opens doors to create a new space in the immersive marketplace?
For a young company, I respect your outreach and participation in industry events. You are immersing yourself in the industry and engaging audiences to get feedback, and take your technology to the next level. I think getting feedback is really important and I see that with what you’re doing with creators.
By rendering soundscapes in a physical 3D space, Spatial’s software has made it very easy for someone that is sophisticated in sound design and audio engineering or a novice person to create sonic experiences. There is something unique about building a soundscape and then hearing it rendered in an actual physical environment – to be able to create sound objects with with physical characteristics like distance effects just by manipulating the orientation of these sounds the space, even visually, I just think it’s a really cool way to see and hear how sound is going to impact the feel of the soundscape in a space. All this takes into account building an environment that isn’t about a single listener.
Spatial adapts very quickly, not only to the 3D physical design that has been analyzed through Spatial Reality, but also has the ability to be compatible with video, lightning, and different outputs or inputs. It’s a very novel approach and I think Spatial is pushing the envelope with ease of use, impactful immersion, and actually changing sound into feeling. That’s really what it’s all about –– the whole point of immersive 3D audio is to elicit a feeling and be able to transform a listener into a believer so they walk away with something that they haven’t heard or experienced before walking in.
You’re clearly passionate about this industry. What drives you to be so passionate about the experience of sound itself?
When I left my aerospace career after 10 years, the first thing I wanted to do was focus on how technology changes things, music, sound, and audio because it’s just such a big part of everyone’s life, like my own.
It was how sound really controls someone’s feelings, how they get up in the morning, how they work out, how they have a bad day and want to transport themselves to a different location or a different vibe or energy –– it was all done with music at the time. It’s not just music anymore; it’s audio and now it’s content when you look at gaming and film. But the focus was that the core of who you are is transformed by audio and sound.
And I think it leads to a sense of evolution coming in. I’m very excited to see what happens with what Spatial’s doing, just the neuroscience of sound and what that does to listeners and I know you explore that with wellness in different facets. I think the deeper combination of focusing on neuroscience and using it to a much greater degree in your type of technology will bring the culmination of truly capitalizing on what immersive audio can do to a soundscape, whether it’s in a live performance, a VR 3D game, or just listening to music –– you can start to take that neuroscience and blend it with what you’re doing. It kind of gives you chills a little bit to think about it.
When I listen to so many people talk about hearing and sound, I start to think about people that are hearing-imparied or the change in hearing as you get old. Imagine if you can use neuroscience to take someone that maybe has never heard sound. Understanding the chemical releases and things done by individuals during that sound experience, could you then take that same application and give it to someone who is deaf or hearing-impaired and have them feel at an emotional level, at a cellular level, what the sound is. I think that it’s something that’s fascinating.
What particular research project have you done in the past with A3E that you feel can transform the industry?
One of the last research projects we did was eye-opening; we looked at taking artificial intelligence, which has been a big fear, a constant buzzword over the past 8 years, into advanced audio applications. We were looking at artificial intelligence as artificial creativity because we feel that creativity, whether it’s a machine doing it or a human doing it, whoever the consumer/listener is visualizing it, whatever affects them is the win.
We’re trying to get people away from that feeling of “it’s going to be the end of my job as a content creator” and instead, embrace it and look at tools like Spatial and use it to augment what they want to do; “it will help me with time savings and being able to allow me to release creativity especially in the ideation process”. So that artificial creativity study was really important to us.
What do you see as the biggest limitation that creators face when designing sound, in particular with immersive or 3D sound?
As I think about that, the limitations are being removed constantly that used to exist. The expense, time, and hassle to go through and produce audio or sound designs is being removed all the time but the limit with that same technology is the exponential rate of innovation.
The technology and those advancements are removing the limitations that used to exist, but the learning curve becomes very difficult. It evolves so quickly and something new is on the scene every few months that it puts up an opportunity or challenge. I think technology removes the barriers that used to limit sound designers but also then poses a challenge of having to keep up with the advancements.
Tell us how you see or hear sound evolving?
Something to notice about sound, it isn’t just what you hear, it is what is happening around you, and how you are feeling in the moment. We’ve advanced our consumption; it’s like when you got something in mono then it went to stereo and that wasn’t enough – you needed an equalizer with tons of ways to manipulate the music –– it’s an insatiable thing that people want to get so immersed that they chase the feeling – the excitement.
The more people want to feel, whether in a game, a movie, or driving an autonomous car, I think the storytelling will come to fruition when you’re not just imagining it anymore, you’re also feeling it – living in it. And that’s what sound does. It’s until you feel it that it transcends and affects you at your core.
Again, I just think what Spatial is doing to make people feel what the artists and creators are trying to do at a physical location such as a retail space. I think when sound begins making people feel – it is a beautiful thing.
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]]>The post Apple Buys Startup That Makes Music With Artificial Intelligence appeared first on A3E: the Future of Music + Entertainment Technology.
]]>The purchase of AI Music, a London-based business founded in 2016, was completed in recent weeks. The company had about two dozen employees before the deal.
Technology developed by AI Music can create soundtracks using royalty-free music and artificial intelligence, according to a copy of its now-defunct website. The idea is to generate dynamic soundtracks that change based on user interaction. A song in a video game could change to fit the mood, for instance, or music during a workout could adapt to the user’s intensity.
On its LinkedIn page, AI Music said its goal is to “give consumers the power to choose the music they want, seamlessly edited to fit their needs or create dynamic solutions that adapt to fit their audiences.” The startup had earlier deals with advertising companies to create more engaging ads that played different music depending on the audience.
A representative of Cupertino, California-based Apple declined to comment.
While relatively small, the deal is one of the tech giant’s few acquisitions in the past year. Apple’s last reported purchase was also for a music company: Primephonic. That startup ran a classical music streaming service that Apple intends to turn into an app tied to Apple Music this year.
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]]>The post A3E Findings: Technology Disruptions in the Audio Business & Markets Through YE2022 appeared first on A3E: the Future of Music + Entertainment Technology.
]]>
(A3E
) Conference at the National Association of Music Merchants (NAMM) Show in Anaheim, CA in January 2020. Survey invitees and participants came from the A3E LLC industry and event database.



The disruptions that are emerging and affecting our survey participants now, and through YE2022, are just a another wave in a continuous cycle of disruption, disintermediation and massive opportunity in the A+E industry.
As noted at the beginning of this study, we are in the early stages of yet another A+E industry-wide business disruption driven by massive change and advancement in disruptive technologies.
What ARAS research enables right now is to identify current and immediate disruptors, and gauge the relevant impact on audio-related industries (e.g., music/entertainment, hardware, engineering, testing, software) through the next three years.
That information in turn enables us to guide and assist firms in seeing, avoiding, and mitigating the negative effects of disruption – and identify and take advantage of the many opportunities that develop along the way. Disruption creates chaos; but disruption also enables opportunity.
Further details of this study can be found in our report – Technology Disruptions in the Audio Business & Markets Through YE2022: A3E Research
Findings and Forecasts
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]]>The post I.oT – Or How I Became a Thing on the Internet appeared first on A3E: the Future of Music + Entertainment Technology.
]]>You can call me Alda. I’m 22 years old and I was born in 2010. I’m “comming“ you from 2032 thanks to the scalable inverse timeline feature on ZagZig, the largest social network since Facebook, TikTok, and most other legacy players were dismantled in 2027 due to global regulatory restrictions, privacy violations, and trust issues. ZagZig never collects personal data or has paid advertising. I pay a subscription fee that I earn back with likes, dislikes, comments, and purchases that are managed by an integrated blockchain ledger and crypto-payment system managed by Alphabet.
Since the collapse of the $200B social media display advertising market in 2028, the market has relied on mass influencers to sell consumer-grade products, which where I come in.
You see, I’m a registered professional consumer, one of the 68 percent of humans gigging in that role. The other 32 percent are creators and their products are what I identify, select, procure, and endorse. Of course, they also consume but lack the registered certification. When I endorse a performer, a shirt, or a virtual adventure, I get the credit that enables me to buy other essentials like water, food, and transportation. The creators get credit when their output is procured. My endorsements are tracked through blockchain so they are secure and they credit me with Zcash. My world revolves around earning credit and I am jacked into the net 247 with my devices. The net has become supplemental to my five senses and actually is morphing into a sixth sense. More about that later.
In fact, my very awareness is network-based. The earth was fully converted to 5G technology in 2024 and 6G is rolling out now. My 5G presence is supplied by the transceiver/antenna implant that is tooth number 22. This implant was installed by Verizon. They give me credit for acting as a mobile hotspot. I can control my transceiver to sleep, but I am online most of the time. After a few weeks, with the aid of the Somnum app, I was able to manage my online presence in my sleep. With my current 5G capability, I experience zero latency, possibly because any latency is extremely consistent, therefore it becomes my baseline. I’m looking forward to 6G, which will enable me to be fully immersed in the net.
My hearing is supplemented with AIADs (Augmented Intelligent Audio Device) that provide multiple sensory supplements. They are deep and invisible implants that replace the outmoded earbuds, headphones, and hearing aids we used a decade ago.
My AIADs provide geospatial support. For example, they emit a warning if I step off a curb into oncoming traffic. Indeed, they provide 3600 intrusion protection. AIADs are also personal assistants, compatible with the universal SmartAssist standards set in 2023. They also deliver “pure” audio entertainment and learning experiences. By pure I mean uncompressed, full bandwidth, immersive, smart surround sound. With the advent of Omni-bandwidth digital delivered from 0-infinity MHz, even though my ears can only perceive 25-20,000 MHz, the additional vibrations add to my experience.
One drawback of high-frequency availability is that it can be used to subliminally influence behavior. I can avoid this intrusion by either opting out of the high band frequencies with my AIAD or listening to premium channels with clear high bands. I can augment my audio experience with soundware accessories like wearable speakers and even clothing speakers that play only to me. My clothing provides power using nanotechnology generators combined with solar-powered threads.
My eyesight is augmented with IRIS (Intelligent Retina Information System) smart contact lenses that have a cognitive spectrum to enable reality to range from virtual to augmented to unaided. Indeed, the IRIS will augment my limited sight bandwidth to include the infrared and ultraviolet wavelengths. The contacts interact with my hotspot tooth and my AIADs to provide immersive sight-sound experiences. I also hire out as a mobile surveillance camera, providing real-time video on assignment.
I have tattoos. They are not only a personal statement, but they are also electroconductive monitors for my mental and physical health. My tatts turn this data into themes that help shape the entertainment options, playlists, visual sensations, video, that will form mood-maps to draw from and surround me with that ambiance. They also interact with drug patches that enhance my mood and performance.
So far, my senses of touch, smell, and taste remain analog. However, my digital self does interact with my analog self through natural pathways in my brain. So there are incremental changes impacting my perception on both the analog and digital planes. My physical brain is learning the enhanced signals from my devices, while my devices are constantly learning my behaviors, preferences, and anticipating my next acts, therefore, augmenting my intelligence, awareness, perceptions, and performance.
All my appliances are IoT Consortia 2030 compatible and work seamlessly together using Bluetooth 10.0, which features very low power draw, multi-device support, and high intrusion protection. This enables me to find the best of class bio-enhancement products and acquire multiple endorsements.
These appliances give me a competitive advantage in my career as a professional consumer, but I need regular updating to stay relevant in my field. If I have a malfunction – hardware, software, or wetware failure – I can be remotely accessed, diagnosed, and dispatched to a mediware facility if necessary.
I am a successful influencer, consumer and socially involved world citizen. My bio-enhancements have provided a gateway into my career, shaped my personal life. I am content – in both meanings of the term.
So am I thing on the internet? Am I a cyborg? I’m not sure, but I sense that clarity is right around the corner.
A note from the transceiver of this message:
I may or may not receive any more messages from Alda. I hope I do, and if so I will post them here.
Following is a quiz to assess your reaction to this post. If I have an opportunity to “comm” forward to Alda, I can relay and perhaps confirm your opinions.
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]]>The post ARAS Take 5: The COVID-19 Pandemic & the Music Industry appeared first on A3E: the Future of Music + Entertainment Technology.
]]>The Event
The current health crisis due to the novel coronavirus (COVID-19) is having a considerable impact on public events. As of today, the following events have been canceled or postponed: COVID-19’s Greatest Hits. Given that the business model for music industry artists has shifted to the streaming + live performance model, the cancellation of these events will have a potentially dramatic effect on industry revenues and venues, both up and down.
Why Care?
Live music and corresponding revenue are projected to be about $28B in 2020. We see this dropping by as much as 60 percent this year due to the unprecedented global quarantine and cancellations as a result of the pandemic. This includes events small and large, from intimate clubs to concerts in the park, to large scale music festivals and arena shows and sports events. Essentially, anywhere where more than one person congregates is off-limits. And there is no consensus on a time frame for the removal of these voluntary and mandated restrictions. The current expectation is that the disruption will continue for 18 months or longer.
The Impact
So, is this the death of live music? No. But it means a decline of the live in-person music experience to which we are accustomed.
We predict, with 80 percent certainty, that the solid growth of streaming music will continue to grow market share as a massive shift to live streaming will occur. Live streaming will be the new norm for concert goers. In the end, we think that in-person location-specific concerts will struggle to recover on a large scale.
We have identified a market basket of technology and business disrupters that will have the greatest impact on this marketplace over the next five years. To the extent that live streaming supplants the location-specific concert market, these technologies will play a role. These technologies include:
Introducing the ARAS SPECTRUM
What role will each of these have? We rank them below from beneficially impacted (“Winner”) to negatively impacted (“Challenged”). We refer to this ranking as the ARAS SPECTRUM.
Winner –Cloud-based distribution and delivery of content, including streaming. As noted above, with enhanced ticketing capabilities, live streaming will be the dominant platform for events going forward. A caveat, there may be bandwidth issues for those with low-end internet connections.
Winner – Social Media, including associated providers and software. Many of these platforms already support live streaming and offer the additional capability of conversation, rating, and sharing.
Winner – Communications networking technology (including 5G networking). All this content, so little bandwidth. As more people avoid outside contact, more traffic flows to the ISPs. Supply and demand will increase prices and revenues and accelerate the move to 5G and beyond.
Winner – Augmented and virtual reality have an inordinate opportunity to enhance the live streaming experience. They can create a sense of place and an immersive experience similar to live entertainment. They also have an advantage with an advanced audio presence that puts the optimal “center seat, ten rows back” or wherever the listener prefers. However, there are still challenges of cost, weight, and comfort as well as the current gaming focus of VR and AR headsets that may inhibit the uptake.
Winner – Mobile devices, including wearable tech, will enable the concert experience to be geographically agnostic. Like VR, advanced audio in mobile devices can create a live experience outside your living room.
Winner/Neutral – Blockchain adoption in the chain of IP ownership, ticket sales, and other distributed ledger applications may accelerate. The money will be changing hands in more complex ways as the supply chain of content adapts to the isolated consumer.
Neutral – Artificial Intelligence of all types. While AI technologies will continue to permeate applications, we don’t see a bump specific to the audio and entertainment industries due to the virus.
Challenged – Intellectual property protection (e.g., copyright, patent, fair use). As streaming has created chaos in the IP space, it will continue as consumers scramble for content, piracy will likely increase.
Challenged – Manufacturer/vendor/publisher M&A. It’s possible that market disruption will accelerate consolidation and that valuations will be as unstable as the equity markets.
Challenged – The Internet of things (IoT) will continue to expand as consumers feather their nests with smart devices and upgrade their home audio systems. Things will become smarter in capabilities like ordering online, coordinating with each other, and monitoring consumer behavior. However, as global supply chain breakdowns continue to be disrupted availability of these devices may be limited. Expect prices to increase as demand overwhelms supply.
Recommendations
The Audio + Entertainment sector will be significantly disrupted by the novel coronavirus for an extended period of time. In addition to the immediate issues of resource management, we recommend that industry executives, product, sales, marketing, and operations managers to immediately:
1. Determine how shifting demand in content consumption will affect GTM strategies and how quickly those strategies can adapt to new realities
2. Develop SWOT type analyses to determine the threats and opportunities that might exist
3. Identify the impact on seasonal business peaks (Summer festivals, Holiday spending, etc.)
4. Develop long term business disruption mitigation plans to improve agility going forward.
At A3E Research and Advisory Services (ARAS) we focus on advanced audio technologies in the music + entertainment industry. This is the first of a series of Take 5 articles. ARAS Take 5s are event-driven analyses of the markets we cover. They are intended to be read in five minutes or less.
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]]>A3E is incredibly sorry to hear of his passing. His style and influence were trans-formative for untold number of musicians, and we wish his family peace during this time of loss.
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]]>The post A3E Research™ Releases Research Findings and Market Impact Forecasts Examining Disruptive Technologies on Music & Entertainment Industries appeared first on A3E: the Future of Music + Entertainment Technology.
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Releases Research Findings and Market Impact Forecasts Examining Disruptive Technologies on Music & Entertainment Industries
A3E Research + Advisory Services
(ARAS) has released for sale the results of its extensive survey conducted and presented earlier this year at the A3E 2020 Anaheim Summit as part of The NAMM Show held in Anaheim, California USA. The ARAS Survey Results Summary is an in-depth, 29-page publication presenting industry feedback, survey data results, ARAS Research Findings and ARAS Market Impact Forecasts, looking at the impact of disruptive technologies on the music, content creation and entertainment industries through Year End 2022.
The Research Areas and Survey Results, updated to include the impact of the current COVID-19 pandemic, include the following critical technologies and issues:
To purchase your individual copy of the ARAS Survey Results Summary for US$995 please contact Paul Sitar, President, A3E/ARAS at [email protected].
To request and schedule a Vendor Briefing with A3E Research + Advisory Services
, where you and your company can present your products, solutions and/or services to ARAS Analysts for future industry coverage possibilities, please contact Bill Kirwin, ARAS Chief Research Officer at [email protected].
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