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VideoAmp Adds Data From SiriusXM, National CineMedia to Audience Planning Tool

Advertisers don’t just place commercials across TV networks, so VideoAmp is trying to put more different types of media into the same planning methodology. The company, which has vied with Nielsen as the task of measuring media more diffuse audiences becomes more difficult, said Wednesday that it will add first party data from SiriusXM Media

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“This Is Not Giving Good Vibes”: Zendaya’s Latest Comments On “Euphoria” Have People Speculating That She’s “Checked Out” After Those Sam Levinson Feud Rumors

Fans noticed that Zendaya did not post the latest “Euphoria” trailer on Instagram and has barely spoken about the long-awaited third season, which drops in less than four weeks. View Entire Post ›

“This Is Not Giving Good Vibes”: Zendaya’s Latest Comments On “Euphoria” Have People Speculating That She’s “Checked Out” After Those Sam Levinson Feud Rumors Read More »

SXSW Doc ‘My NDA’, About Whistleblowers & Corporate America, Gets World Sales Deal & First Clip: WATCH

EXCLUSIVE: Following its world premiere in the Documentary Feature Competition at the 2026 SXSW Film Festival, sales firm Cinephil has boarded world sales for My NDA, the investigative documentary directed by Juliane Dressner (Personal Statement) and Miriam Shor (Pluribus). The film investigates the hidden power of non-disclosure agreements and the culture of silence they can

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“Make friendslop games before the fad dies”: Peak co-creator encourages indie games to free themselves from traditional dev practices

The co-creator of Peak made an impassioned plea for indie devs to eschew traditional development systems that don’t work for them – and to chase the friendslop “fad” before it’s too late. In a presentation at GDC last week, Nick Kaman, studio head at Peak co-dev Aggro Crab, said that the friendslop phenomenon, which was

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“You’re swimming against the tide making games like this”: Why more developers didn’t copy Firewatch’s reactive storytelling

By the time Campo Santo were reaching the end of Firewatch‘s development, Chris Remo was itching to start over. “I remember feeling, ‘God, if we made this exact same game again now, we could take these ideas so much further’.” After Firewatch’s release, Remo began giving talks about what Campo Santo were trying to do:

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