Karol Severin

Karol is a co-founder and Research Director at MIDiA. With over a decade of experience in consumer research, industry analysis, and consulting, Karol oversees the direction, coverage and quality of all MIDiA’s research output. Prior to co-founding MIDiA, Karol gained experience in TMT market research and consulting, as well as an entertainment industry startup founder. He holds a business management degree from Queen Mary, University of London, with specialisation in strategy, quantitative methods, and entrepreneurship.

Games genre fan overlaps across entertainment

Cover image for Games genre fan overlaps across entertainment
Karol Severin and Kazia Rothwell
Entertainment genre overlaps of games genre fansQ2 2022 This report presents a snapshot of cross-entertainment (music, video, and sports) genre preferences of consumers who are fans of a particular games genre. It includes the following games genre fan segments: Action games fans First person shooter (FPS) fans Role playing game (RPG) fans Sports games fans Strategy games fans Simulator games fans Puzzle games fans Sandbox games fans Platformer games fans Open world games fans The data in this report is from MIDiA Research’s Q2 2022 consumer survey.
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Re-creating the creator economy

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Mark Mulligan, Tim Mulligan, Karol Severin, Hanna Kahlert, Srishti Das, Kriss Thakrar, Ashleigh Millar, Tatiana Cirisano, Annie Langston and Richard Broadhurst
Streaming first democratised the means of consumption, then distribution, and now production. Though the promise of the long tail may not have materialised quite as expected, long-tail and mid-tail creators are now a central component of the digital-entertainment economy.
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The average gamer plays more than one hour per day, as time spent takes centre stage

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Karol Severin
Over the last two decades, the business models of video games have progressively shifted from unit-sales-led towards engagement-led. This is due to a combination of factors; including the rise of in-game spending, subscription services, and interactive digital worlds that have become venues for experiences way beyond just gameplay in its traditional sense.
min read
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Games consumption Q1 2022
Time spent takes centre stage

Cover image for Games consumption Q1 2022
Karol Severin
Time spent on games is growing in importance as a key performance indicator for the games industry.Whether it is games subscription services deciding which titles and publishers to prioritise in terms of partnerships, or individual games assessing which distributor or console ecosystem to strike an exclusive deal with, right through to planning effective marketing campaigns and product strategies, the average time spent on games and the monitoring of relevant gamer segments will play an increasingly important role.
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Quick take: Why Xbox All Access could be the ultimate recession winner

Cover image for Quick take: Why Xbox All Access could be the ultimate recession winner
Karol Severin
Xbox All Access has been around for a while now, though with a limited reach (currently only available in 12 markets). While it was always going to play an integral part in Xbox’s cross-platform (and ultimately console-less) future, its uptake, or even appeal, may have been lost among flashier news around big acquisitions, as well as developments with cloud gaming or Game Pass.
min read
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The Attention Recession
How inflation and the pandemic are reshaping entertainment

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Mark Mulligan, Tim Mulligan, Karol Severin, Hanna Kahlert, Tatiana Cirisano and Annie Langston
With the recent announcement of the 0.2 million subscriber drop in Netflix’s Q1 2022 figures, and Spotify seeing slower paid user growth, MIDiA’s predicted attention recession has come into fruition. MIDiA’s in-house analysts take you through the key insights and trends of this new chapter and its implications across music, video, games, marketing, and audio industries.
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